it looked very unique and interesting from the screenshots but i feel like the gimmick gets tiring after a while
after you get used to the crazy old dall-e AI art, all you are left is a game that intentionally looks as bad as possible
i can see it potentially interesting as like, one trashlands themed world part of a larger traditional game, but i don't know if i would want to play an entire game like this
the combat was not great because enemies don't really telegraph their attacks, which would work if the player had ranged attacks, but in a melee game you really need to let the player know when they are about to receive damage, because right now you are forced to get close to deal damage to them, which leads to receiving tons of damage you can't really avoid
had a weird bug after sleeping in a bed and getting up immediately right before the fade to black finished
after waking up the character model was twisted in a weird way which made the rest of the game barely playable
i wasn't able to find the guy watching tv either
btw please add audio settings and a pause menu to quit to desktop for the next build
Viewing post in Trashlands-DD69 jam comments
Thanks for trying it out,
There are plans for other worlds that aren't dall-e art, it's the starting area / town but the player gets the ability to travel to others, eventually.
They aren't set in stone yet but at the moment I'm considering a gunpowderpunk world, like steampunk but everything runs on gunpowder, and a few other ideas but I need to finish the papertown first.
I know it's odd these guys don't telegraph, I was planning for them to not really telegraph their attacks because they're supposed to be a minor annoyance and not a real enemy. It makes sense in my head but I'll see how it works out with the other enemies. I'm planning on adding vfx to them to make it more noticeable when they're attacking but not any sort of windup to telegraph it. Part of their design was to add near unavoidable damage to a battle and their AI is designed to be an annoyance hit and run tactic.
You're the first one to find the sleep bug, I hadn't discovered it yet and none of the other players encountered it so thanks for pointing it out it covers a whole slew of possible bugs I hadn't considered with the logic but it's an easy fix now that I know it's a thing, I should be able to replicate and fix the bug no problem.
This area is a bit of a maze, stuff like the TV and piano are just put down for the demo to give players something to explore for, most people I watched didn't seem to find the TV or tree area, that lets me know they are decent hiding spots that aren't actually too hidden.
In the game the npc leads you to town while giving a tutorial and you go back into this area venturing in from town so the player should build familiarity with it naturally, at the moment you're just dropped in towards the end of the area which is why the zone seems so confusing.
I'm not sure why I never had pause menu and options on my list, it should really have been on there, adding it now , should be done for the next demo lol.