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(+1)

My thoughts while playing the game:

  • kinda loud, the shots are much louder than the other sounds making it hard to find a good volume and no options in game to balance volume, had to use the volume mixer
  • movement is very linear, maybe adding some quick acceleration and decceleration to the player would make it feel better? Or it maybe is based in something else
  • enemies shoot from farther than they can reach? and just keep there shooting? or they have bad aim? seems like they have bad accuracy at range
  • you are not zeroing the vertical velocity when on ground, so the ramps bug when you fall and try to climb then, you need to if is_on_floor(): velocity.y = 0.0
  • the enemies reseting when you change zones is kinda abrupt, the disapear when you change zones, and their position in the second area is in your face so the reaction is to find cover and then you leave their zone and they disapear, you need to eat some bullets and run somewhere with cover or you can just sit there and shoot back
  • the stakes are very low on combat, a single enemy barely deals damage to counter the regen, and the precision on all weapons is low so sometimes they deal no damage, sometimes they deal a lot of damage, same for the player weapon sometimes I have to shoot 3 times just to hit when the cursor is center of mass
  • the ragdoll is nice
  • enemies sometimes just die? they can shoot each other? seems so. I feel they sometimes just die, maybe they are pushing the blocks and taking damage from that?
  • the other weapons don't feel worth using? shotgun has short range and slow velocity and the smg has terrible accuracy, headshoting with the pistol feels like the best option?
  • the telecnisis push is not aiming at the cursor, neither are the shots, but the cube not overlaping the aim reticule any time is more noticible, feels like the best strategy with the cube is to hold it then dash over then it seems to block bullets and still does damage while being held, it seems to have a short throw range
  • they seem to die on the corpse of their friends, and this seems to be the best strategy
  • the third room (the one with 3 servers) is a infinite spawn room? I was just killing them and letting them die on the pile of corpses when there as an explosion a ton appeared and the game lagged hard

Thank you so much for all the feedback!

- you are correct about the movement, it is instantaneous. I was concerned about floaty movement so didn't add any acceleration or deceleration, but in retrospect I agree with you, it would have made it feel better. As for the ramp bug, I honestly didn't know how to fix it, so I just left it in and hoped players will just jump. Thank you for telling me how to fix it, much appreciated!

- enemies will try to get within a minimum range that helps with the effectiveness of their weapon. they also try to back away if you get too close to them, and they chase you if they can't see you.  However, because of a bug enemies will fire at you if they see you even if they are way outside the effective range of their weapon.

- enemies will trip and fall sometimes when hitting their dead buddies or boxes. The velocity threshold is very low because the velocity calculations on impact seem to be buggy, with velocity being much smaller than expected. Plus my son found it hilarious when enemies would trip and fall on their face, so I left it in :)

- the hit detection is...funky, and this leads to a handful of issues you mentioned. When you shoot at enemies or they shoot at you, if the weapon is hit no damage is passed to the holder. I probably could have addressed that but ran out of time and I was already in physics layers hell so it ended up like this. You can see that when damage is dealt (either to you or enemies), red particles are spawned, otherwise they're white.

- the room you mentioned and the room you get TK from are infinite respawn rooms, with enemies coming out until you do the objective for that room. The pile thing you mentioned can happen if you kill enemies inside the tiny rooms where they respawn. Whenever an enemy dies, a new enemy spawns. Now, if an enemy is dead exactly where another one spawns, what happens is for one frame you'll have: enemy spawns -> touches another body -> dies -> new enemy spawns -> touches body -> dies. This happens until the physics engine gives up and kills all rigidbodies. I assume you saw eventually all bodies dissapear and the game is back to normal framerate.