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NUTZ

N.U.T.Z. is a non-linear action platformer game that is inspired by classics such as Megaman, Contra and Metroid. · By Pandemonium Interactive

Videos! Let's Plays and Feedback

A topic by CoalFire created May 18, 2018 Views: 289 Replies: 1
Viewing posts 1 to 2
(+1)

So to start out, I love the art, the music, the action and the over the top nature of the whole thing. It feels like, once it's polished, it's gonna be a tight, fast, chaotic and downright fun time. There are quite a few issues as it is right now though.

I understand this is an early access/demo/pre alpha build so non of this is criticism, just feedback. 

First off, the balance seems like it's all over the place, on normal there were very few times where the combat felt challenging due to the enormous arsenal (which I think is likely just to show them all off in the demo) and the final boss was a huuuuge spike in difficulty.

Second is the feel. The game appears to want some really tight platforming with the moving elevators and cliffs and all that, but the characters feel extremely floaty and like they have a little too much momentum. The combo made for some situations where I felt like I'd just keep sliding off an edge after I had ceased input. The ninja class was a lot worse in those aspects due to her extreme mobility, but she was still damn fun  to play.

Third is level design, I, again, get that this is a demo, but no part of it made me think this was a metroidvania, there seemed to be a few alternate paths but there were no ability unlocks that allowed for access to new areas connecting to old ones.

Lastly, the classes. I really like them. They feel unique and suit differing playstyles. My issues arise from balancing a nonlinear game with multiple classes, especially ones with different movement abilities. The heavy class felt more fun to play overall because blowing sh*t up with big guns is awesome, but the ninja felt like I could just walk past the whole level with my dash since it seems like killing enemies isn't mandatory.

I'm sore there's more I could say, and more that I did say in the video, but don't let this make you think I disliked the game. I had a blast! But most of the praise is reserved for the video. I hope you enjoy.


(And keep me in the loop on potential voice roles, I'd love to work with you)
Developer(+1)

Hello CoalFire!

Thank you very much for the review and playthrough. As viewers it was entertaining. Your praise and criticism hit a lot of nails on the head and it seems you are very familiar with video games.

The balance is off.  We put in those weapons in this version as we wanted to see what players would do and how they would use them seeing players playing live on video like you did gave us a lot of information and we use that to make the game better. We think we know what weapons we'll need to make more fun for the player to use. We can agree that the boss was a big difficulty spike and we'll need to take a closer look at that.

We've gotten that floaty feedback in the past. We're actually going to be recoding the physics system soon as you saw it was causing undesired affects (like falling through platforms). Think we'll double down on that whole momentum thing.

As for the metroidvania part you would be correct to say that there is currently no feedback loop.  We've been discussing that internally and might appear in  a future reworked level 1.  It is a weakness of the current demo that was brought on by time constraints to have this prepared by the Kickstarter date that passed.

Balancing the unique characters that will be coming into the game will prove to be a unique challenge. As you've noticed Saya is under developed in comparison to Sil. She'll actually be getting reworked with her mechanics in an upcoming update and Sil will also receive some other innate abilities that will complement her character.


Again we really enjoyed your video and we will be keeping you in the loop for voice roles in the future.

- The N.U.T.Z. Team