Swinging from building to building and using the hoverboard was so fun my only complaint is using the arrow keys to swap weapons, keep up the good work!
Stellar game with phenomenal art and pretty cool movement. Right off the bat I used the grappling hook to climb the skyscrapers and was a little disappointed there wasn't anything up there. The skydive animation is rad as hell and the lack of fall damage is greatly appreciated. The character model and the effects and animations are godtier, really satisfying to just press random buttons and watch it flip around. I'm not the biggest fan of the cape though, it looks like clay and obfuscates some of those nice animations. The weapons are a mixed bag, I had no idea what most of them did beyond having different firing rates. It can be easy to fall into the trap of "gun A fires slow with big damage, gun B fires fast with little damage" so I was half-hoping the weapons would impact movement for example (unless they did and I didn't notice). The darth maul sword looks sick but during my time I didn't use it for anything other than throwing at enemies. Infact I didn't, and still don't, know if you could melee attack with it. Unless you're planning other melee weapons too this just feels totally out of place given the combat/movement style and the surplus of guns. Speaking of which the weapon wheel looks insanely cool but works horribly. It's VERY twitchy and doesn't display what any of the guns are. I also had to move the camera top-down to change accurately otherwise some of the icons are hidden behind other icons or the player model. And lastly I agree with the other comments, an enemy healthbar or damage indicator would really help because I was ragdolling the boss (i assume it's the boss) for a solid minute and wasn't sure if I was doing anything. I'm only being hypercritical about this game because I see a very bright future ahead of it, love what's already in it and I'm excited to see where it'll end up!
First off it looks amazing, art style, animation, particles, and glow all look really good. I like how much the character design stands out, the cape movement flows really well and the enemies having distinct weapons stands out.
The parkour is fun though a bit challenging. I think the jump could be snappier though, and the attacks could be quicker as well. The amount of targets could use more variation, reduced the amount, or set up in more interesting ways. After I shot half of them it felt a little tedious. The enemies too could maybe use some health bars or some indication of how much damage is being done. I kept knocking this one enemy down but wasn't sure if it was really doing anything.
Overall it's great so far and looking forward to see what else is added.
The character feels nice to control. It does take time to get used to though, since there are a lot of complex movements.
What I am a little concerned about is the amount of assets and content you need to make this into a fully fledged game. At the moment this is a fun tech demo and a really solid foundation, but in terms of environments, world setting, sound design, enemy variety, etc., I don't really know how much work ahead you are planning for. Maybe you are going for something like 'Haste' (the running game with roguelite mechanics)?
In any case, it looks good and interesting. Good luck!
There is a lot to say. Been seeing this game for quitea while, so I'm glad I've actually got around trying it. I kinda wish I would have made some footage, because this is the kind of game where the biggest help for you is seeing how I dick around and whether things work as intended or not. For example, I am not sure that when you can backflip from a wall you are sliding down of, pressing dash right away gets you a little higher than you started. Making you able to rubberband up walls you would fall off of otherwise.
Been a while since I have seen a title where you can do so many things with your action character. (Pretty slick design by the way.) Usually a game would be satisfied with the melee this one can do. Or the shooting this one can do, or the parkour this one can do. This results with the player still finding buttons half an hour later he had no idea of. Not that is a criticism. You are not bound by stamina, so you can mash any and all the buttons, and experiment yourself.
Also amazing particle effect, you really feel the power. Though maybe it is too much power. With the pin-point accuracy of your gun from 500 meters. The near-endless grappling hook is really powerful, on the cursed levels you can really feel it missing. You have really great mechanics, moving fluidly, but this game will live and die by its level design. Also, sound. Can't wait to hear it, if it's half as good as the animation.
The hunt challenge I did the best consistently. The way enemies ragdoll, make it uncertain whether they have been beaten or not. And since they lie down to anything, it gets harder to hit them, as you try to kick their ass. Tougher enemies too, you don't feel like you are hurting them much.
I couldn't get above 14 fps and I have an ok computer, even on lowest resolution. Idk if it's on my end or not. Movement is fun, I liked the challenges. Would be awesome with multiplayer and obstacle courses or something. Combat is a little bland. No "oompf" to it and is repetitive.
Comments
Swinging from building to building and using the hoverboard was so fun my only complaint is using the arrow keys to swap weapons, keep up the good work!
Stellar game with phenomenal art and pretty cool movement. Right off the bat I used the grappling hook to climb the skyscrapers and was a little disappointed there wasn't anything up there. The skydive animation is rad as hell and the lack of fall damage is greatly appreciated. The character model and the effects and animations are godtier, really satisfying to just press random buttons and watch it flip around. I'm not the biggest fan of the cape though, it looks like clay and obfuscates some of those nice animations. The weapons are a mixed bag, I had no idea what most of them did beyond having different firing rates. It can be easy to fall into the trap of "gun A fires slow with big damage, gun B fires fast with little damage" so I was half-hoping the weapons would impact movement for example (unless they did and I didn't notice). The darth maul sword looks sick but during my time I didn't use it for anything other than throwing at enemies. Infact I didn't, and still don't, know if you could melee attack with it. Unless you're planning other melee weapons too this just feels totally out of place given the combat/movement style and the surplus of guns. Speaking of which the weapon wheel looks insanely cool but works horribly. It's VERY twitchy and doesn't display what any of the guns are. I also had to move the camera top-down to change accurately otherwise some of the icons are hidden behind other icons or the player model. And lastly I agree with the other comments, an enemy healthbar or damage indicator would really help because I was ragdolling the boss (i assume it's the boss) for a solid minute and wasn't sure if I was doing anything. I'm only being hypercritical about this game because I see a very bright future ahead of it, love what's already in it and I'm excited to see where it'll end up!
First off it looks amazing, art style, animation, particles, and glow all look really good. I like how much the character design stands out, the cape movement flows really well and the enemies having distinct weapons stands out.
The parkour is fun though a bit challenging. I think the jump could be snappier though, and the attacks could be quicker as well. The amount of targets could use more variation, reduced the amount, or set up in more interesting ways. After I shot half of them it felt a little tedious. The enemies too could maybe use some health bars or some indication of how much damage is being done. I kept knocking this one enemy down but wasn't sure if it was really doing anything.
Overall it's great so far and looking forward to see what else is added.
The character feels nice to control. It does take time to get used to though, since there are a lot of complex movements.
What I am a little concerned about is the amount of assets and content you need to make this into a fully fledged game. At the moment this is a fun tech demo and a really solid foundation, but in terms of environments, world setting, sound design, enemy variety, etc., I don't really know how much work ahead you are planning for. Maybe you are going for something like 'Haste' (the running game with roguelite mechanics)?
In any case, it looks good and interesting. Good luck!
There is a lot to say. Been seeing this game for quitea while, so I'm glad I've actually got around trying it. I kinda wish I would have made some footage, because this is the kind of game where the biggest help for you is seeing how I dick around and whether things work as intended or not. For example, I am not sure that when you can backflip from a wall you are sliding down of, pressing dash right away gets you a little higher than you started. Making you able to rubberband up walls you would fall off of otherwise.
Been a while since I have seen a title where you can do so many things with your action character. (Pretty slick design by the way.) Usually a game would be satisfied with the melee this one can do. Or the shooting this one can do, or the parkour this one can do. This results with the player still finding buttons half an hour later he had no idea of. Not that is a criticism. You are not bound by stamina, so you can mash any and all the buttons, and experiment yourself.
Also amazing particle effect, you really feel the power. Though maybe it is too much power. With the pin-point accuracy of your gun from 500 meters. The near-endless grappling hook is really powerful, on the cursed levels you can really feel it missing. You have really great mechanics, moving fluidly, but this game will live and die by its level design. Also, sound. Can't wait to hear it, if it's half as good as the animation.
The hunt challenge I did the best consistently. The way enemies ragdoll, make it uncertain whether they have been beaten or not. And since they lie down to anything, it gets harder to hit them, as you try to kick their ass. Tougher enemies too, you don't feel like you are hurting them much.
Had no issues running it
I couldn't get above 14 fps and I have an ok computer, even on lowest resolution. Idk if it's on my end or not. Movement is fun, I liked the challenges. Would be awesome with multiplayer and obstacle courses or something. Combat is a little bland. No "oompf" to it and is repetitive.
Sounds would go a long way. am I muted?
the skill required seems pretty high. some aim assist may feel nice.