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A jam submission

GreenCheetahView game page

Just the Core systems, no Content yet.
Submitted by Tomodev — 2 days, 23 hours before the deadline
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GreenCheetah's itch.io page

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Comments

Submitted

Here's a video with commentary:

https://mega.nz/file/mEEQwTLL#zcmjahRhD-zlSPYAumUW0TH9htzTUHBsoyCJTAq8qEc

Hopefully it is going to be helpful.

Submitted

Pretty neat little perspective for an action game

Basically every attack could use some variation or juice or sound effects, even placeholders

The shield could be limited a bit with a timer for how long it could be up, otherwise obviously it would be overpowered

The stun gun seemed to have too long of a cooldown imo for what it does

Changing the roll to Shift instead of ctrl would be easier to reach until you get customizable keyboard controls

I fell off the map in the obstacle course room.  Having it put the player back into the arena if it falls below a certain y level should be standard even for demos

Once you start polishing, it could have some potential depending on where you take it since it is just a little tech demo.

Using the teleporter while in the spirit world teleported me into a wall or something so I had to exit the demo again

Having the teleporter as an item also can lead to the player accidentally using it instead of another intended item like a grenade, which sure, it's the player's fault, but it shouldn't really be an option especially if there's only one slot for secondary weapons and a teleport item can just take you out of action AND the middle of a dungeon

Submitted

Atmosfere of FF9 sci-fi with drugs. I liked it.

I liked the Main design a lot, but you know from the thread. you altready sell the atmosphere with holo-hud, holograms npc and stealth camo.

There is a ton of stuff to do, I liked: That you can use jesters to push buttons; iron boots implementation (but usually not even a little jump when out of the water); you have wooden and iron boxes that behave as they should; you can pet the cat; destructible walls; grenade keys; an item that warps you into a dungeon (cool animation)

The only thing I didn't get was the tree with (a green bag?) 


Bugs:

- I played with both controller and k/m. With pad the dialogue options cant be changed (with an xinput pad)

- if you go off the map you descend ad infinitum, put a kill trigger pls


This has great potential, but you should think what game this is. it's mgs? top down ratchet? sci-fi zelda? something else? when you have the answer(maybe you already have) I suggest you to focus on iterating on that. I liked the sandbox demo but you seem to be pulled in 3-4 different direction of what your game could/should be.

Submitted

Not much to comment on here. The items  you have implemented so far are interesting and fun to play around with. I understand this is a demo, but this is quite short. I wish the enemies respawned on a timer or something so I could play around a bit more. I was also able to jump out of the player's spawn area (the area with the controls) and fall off the map.

It would be nice if I could bring the camera farther down toward the ground. Looks promising so far.

Hey Tomo, I had a chance to try this out. Won't comment on the stuff thats still obviously in development. Character control feels good and very solid. I think it could hold up to some more complicated combat, and some platforming stuff too. It's a solid foundation. I can see your tendency to have lots of little touches, like petting the cat, the respawn chamber thing, the jump animation/sound when you go off a ledge, the visor lighting up when you draw your sword, etc... I like all that a lot, and think following that tendency is good. The character model looks good, don't be discouraged or side-tracked by any comments there. 

Keep it up.

(1 edit)

Cat is cute but follows too close. his head was often inside the player model.  The petting motion seems too fast, looks more like how one would pet a dog than a cat.

Why can’t I move while shooting the crossbow? I think the ranged combat would feel better if you could move while shooting but that's just me. I shoot the electric pistol once and it can’t fire again. Intentional? I stand on the curved staircase and shoot the crossbow at the rugman on the square column. He neither takes damage, nor moves to attack me on the stairs.

It would be nice to be have the option to display and hide the cursor especially when trying to aim the crossbow.

Adding a pickup sound to items and shatter sounds to breakables would give them more juice.

Lighting is overall quite nice. Particle effects are pretty nice overall, especially the lightning. But the grenade blast was pretty bland. 

Camera zooms into player’s head on certain corner/90 degree angle collisions. a lot of games seem to do this though, so maybe it’s not a problem.

Could not figure out how activate the Teledash, what key is it bound to? Is Airdash just Space+LCtrl? Couldn’t get through the teledash door.

Love the gestation-spawning-flower in the spirit world.

Fell off a platform and fell endlessly with no killbox.

Went back and found the scary looking giant jester. Stepped on platform and I spawned in the frozen world which is clearly not implemented yet. looking forward to the snow level.

Overall a very nicely made considered tech demo and i look forward to seeing where you go from here.

(1 edit)

Linux.

  • Why let me move the camera vertically at all? It seems like my options are top-down view and… topper-down view.
  • Is there a little blur in the spirit world? It’s a bit uncomfortable. Colors are ok.
  • In the spirit world, when I run the camera into a wall behind which lies some water, I get this weird LSD hallucination effect and I don’t like it. I’ll try to get a webm. https://files.catbox.moe/h2va31.webm
  • The flashing on the rugmen when they take damage is kinda weird. Feels like they disappear for too long.
  • The text on a dialog option with a hologram ran over the edge of the button it was on.
  • I was able to climb out of the level and fall forever and ever.

I kinda like what this game is doing. The aesthetic is really nice. Movement feels pretty good.

Submitted

As this game is still very early in development Im not going to nitpick too much. The overall feel/atmosphere of the game is already good, its surprisingly effective given how little there is to the game so far. All the controls and movement felt quite rigid, would be nice to see more polish here in the future. Her mixamo dance was quite nice, no need to apologies. I'm not a big fan of the dialog system, it wasn't clear to me that you had to press the up down movement buttons to select the different options, might be nice to show the cursor during dialog option selection.

Overall the concept is interesting, will try it again next demo day submission!

Was good fun, I played with a controller and did most of the content. The movement feels alright, but the combat is stiff. Maybe allow attacking while moving? I also didn't like the contact damage, for whatever reason it just doesn't feel right for a game like this. The visuals look nice as usual and I had no issues with the other-world filter. The items are fun to mess with, but I'm not a fan of having one big list to cycle through, perhaps have a zelda-like equip-4-at-a-time system? The camera currently coils to not go through wall geometry, but I think for this style of game(without ceilings), it makes way more sense to just have the camera float above the player so it doesn't jarringly move if it intersects with a wall. Though I may be wrong and doing so would cause more issues than I think, so whatever.

 Small glitch: I got stuck repeating the first hologram's conversation and had to ALT+F4 to leave. No matter which option I chose at the end (the 'repeat this again? vs 'thank you' options), it would repeat the conversation. The culprit may be the 'selection made in index: ...' It keeps on counting up, so maybe you have a switch case and it defaults to the 'repeat conversation' choice?

 

Good job on the demo, hope to see you improve upon it.

Developer(+1)

I think Attacking while moving might be too unrestrictive, but I'll play around with reducing the Time you're locked out of Inputs and/or adjust the Animations to make it feel less Stiff. Glad to hear Controller was working. I got repeated Feedback about the Contact Damage feeling bad, I'll keep the functionality, but think very carefully about which Enemies should actually have it enabled. By default I'll turn it off, thanks.

I didn't have the Item Quickselect wheel or anything like that on my ToDo list for this DD, but it'll be there next Time. I very much agree that cycling through so many Items only via moving through a List is annoying. 

Camera clipping is definetly something I need to look into more, if it never clips to Walls, it'll probably show various weird mesh intersection issues, but how it currently is isn't very nice aswell. I did have a system to turn the Meshes between Camera and Player invisible/transparent, but that ran into build issues so I had to disable it for DD. Sorry you had to go through how it is right now.

I look into the Dialogue System again, I had to redo some Things for DD quickly in the End, and I might've messed up on Dialogue that loops back or something, thank you.

And thank you very much for Playing!

Submitted

looks like whatever dialogue system you are using has 2 different methods of changing selection and pressing OK but only the button coloring works for choosing an option. with a controller I couldn’t figure out how to select the second option so i had to use keyboard W/S

I don’t like the camera being yaw only. I think allowing the player to slightly adjust their pitch (even as low as 3-5 degrees) would make it feel much less rigid without compromising too much

I think using triggers and buttons to attack and face buttons + dpad to swap/use items is more standard for a game of this style these days thanks to dark souls

otherwise feels good so far.

Developer

Thank you for playing!

Dialogue Buttons only have 1 Method of changing selection/Ok via movement keys and attack/interact key, but I haven't disabled ArrowKey/Enter/Regular selection Setup, so it probably runs into issues there. I'll redo the selection Part for this. 

Camera should allow pitch of a few Degrees. I look back if I have actually set this up correctly or if I again forgot something there, thank you.

I personally like Face Buttons for combat more then Triggers, but I can see where you're coming from. I think about wether or not I change it, or offer 2 Sets of Input Options for next DD. Or maybe full rebind menu if I get to that until then.

Submitted

dont offer multiple control schemes of your own. force the player to learn what you think is best and MAYBE offer rebinding ingame. anyone who seriously cares can just use one of a million rebinding tools

Developer

To clarify, I ment for next DD, just so People can try out both Ways, in Case Trigger-combat and DPad Itemswatch is actually better. Obviously I'm not going to offer multiple Options in the End.

Submitted

I was happy to see the rug men make a guest appearance. Obviously this is very early in development but I quite like the way things are looking visually. Some of the attacks both from the player and the rug men seemed like they had some wonky hit boxes. I ended up getting stuck upon warping back from the obstacle course.

Developer

Thanks for trying it out.

It is pretty much just a Tech Demo to soo what Works and whats buggy as of right now, before I continue to make any kind of proper Levels or anything, so obviously its not very intuitive on what to do. You just kind of get loaded up with all Items at once, and then ocassionally get a small Info Text on the Terrain or have to talk to one of the Holograms to know more. Dialogue should've stored your Progress, but I didn't put that into the save, and upon moving into/out of Combat Arena that Sublevel unloaded, causing Progress on the Dialogue to also unload. I'll fix that. Wonky hitboxes on Rugmen are due to bad Animations. It uses the Sword swinging Animations from the Player, but without a Sword, so it looks a lot smaller then it is. Thats due to the Dummy Enemy. They also damage you if you walk into them, but I'll see on which actual Enemies I want to keep that. 

Getting stuck upon teleporting shouldn't happen, I have a System setup specifically to prevent that, but if it does, its due to bad Level Design on the Debug Areas. I'll increase the Check Area to prevent Player placement however, to make sure it doesn't happen even if I make mistakes on actual Level Designs. 

Sadly you skipped pretty much the entire Obstacle Course by going up the Stairs immediately, but thats again on the bad Showcase Level.

Sorry.

Submitted

played through and I think I saw everything. as always, here are my thoughts in a somewhat chronological order:

-the music is great, both tracks are very cool. they're very loud though, and i toned my headphones to around half volume. sound in general is nice and i had no issues there

-i'm easily able to go out of bounds in the combat section, leading me to fall forever. this is due to me deliberately trying to see if i could, so i wouldn't consider this point to be important/urgent

-the first hologram has a weird talking area/hitbox/collider. i was only reliably able to speak to her from the right side, otherwise nothing would happen. did not have this issue with any other holograms or rugmen or George, their hitboxes work as i'd expect

-W/S for dialogue, but no arrow keys or enter?

-i got stuck using teledash mode? the zero friction stayed on, and i couldn't jump around. needed to restart

-standing in some spots (behind the first plant in the spirit world) causes the camera to freak out. i assume because there is some underwater section there?

-standing in some spots causes the glare from the sun to cover a lot of the screen (mainly on the stairs)

-accidentally using the spirit world orb can sometimes teleport you to incorrect positions. i had it selected still from going into the obstacle course part, and accidentally used it at some point which teleported me somewhere where i wasn't meant to be. used it a couple of times and was able to get unstuck, it teleported me to the start room

-i was able to clear the obstacle course with no issues, but i have a lot of problems with the camera. it's very restrictive, and i think for platformer sections that's a nightmare. perhaps allow some first person view with a button press, so that I can see where a moving platform leads to? or allow more camera movement with a button press? something to give me more visibility when needed would be nice

otherwise the game is already in a enjoyable state. i had fun exploring the interactable objects and weapons. if it was up to me, i would focus on creating an expanded level with the already existing mechanics before adding more of them, since i think you already have a lot of stuff to play with

keep up the good work!

Developer(+1)

Music is a Placeholder to see if the Music swapping works, but if you like them that much, I'll just keep them, thanks.

Out of Bounds via walking/jumping/etc can be ignored, thats due to the Level.

I look into the Hitbox on the first Hologram, it should be a sphere around it, but maybe I accidentally moved the Component somewhere else.

I forgot about Arrow Keys and Enter for Dialogue Input, it currently uses the movement Options. I'll add that in, thanks.

Any more info on where/how you got stuck? Just teledashing and then it stayed that Way? Was it always that way or only in certain Areas, after certain Inputs etc? That definetly shouldn't happen.

The Underwater section isn't perfectly aligned, yes. And if you're right on the Edge of it with your Camera, it has a very freaky over the Top effect. Its fine when you're diving below it, since its only there for a Frame at most, but not otherwise. Thats an Issue with the 'Level' being a rushed together set of Blocks.

Spirit Orb Teleports you to the closest walkable location in the other World, or if it can't find any to the closest unlocked respawn Point. Thats not technically incorect Positions, its just that the Level Layout for the Demo sucks. 

Its not necessarily ment to be a Platformer, just some minor Things here and there, but I might just zoom the Camera out more. I'll see about improving the Distance and Level Layout to allow for a better View when I get to actually making Levels. If I remember I also include a regular 3rd Person view in the next DD, just to see if it maybe works better. If it does, I can just switch to that instead of Topdown.

Glad to hear you had Fun, the whole Point of this was to test out for Bugs and if what is there is remotely enjoyable. There aren't a lot of other Things planned, most of the Stuff is in already. A few new Items like a block to spawn and stand on for some Height-gain i.e., but only one or two, then everything is complete on that. I wanted to have all the Movement Options, generic Enemies ( which I have done none of, just a dummy obviously) and all that Stuff out, before I begin greyboxing the World, so I can put Stuff for all the Movement Options everywhere immediately, without me having to go back and redo Areas again and again. 

Thank you for Playing!

Submitted

I won't tell you how to replicate this bug after you knocked me off of that pillar in Jumpchat, Sorry!

anyway jokes aside:

hold control + space + the S key and you'll get stuck about 90% of the time. I was able to do it back to back 3 times in a row. I also reset myself into a normal state by going back and forth from the spirit world

let me know if you can't replicate it and i'll record myself doing it or something

Developer(+1)

Thanks. I think I have some Ideas what could cause it now. I'll make sure to have it fixed by next DD!

Submitted

Got stuck in the dialogue system and couldn't leave. Also the buttons in the dialogue system don't work. The movement/combat feels great, but the design choice of having the camera controls set up like they are and being able to jump in a top-down game are confusing to me. The respawn animation really stood out to me, it is really cool.

Great work overall.

Developer

Did you try WASD/LMB/RMB in the Dialogue choices? How exactly did they not work for you? Did you get hit during talking and moved far away from the NPC or something maybe? If you tried Arrowkeys and Enter/Escape, I forgot to set that up. It potentially highlights the Buttons, but doesn't do anything with them.

Submitted

hey, thanks for playing my game

You have pretty nice models, but it's a shame the camera angle is so restrictive

disappointed that there wasn't much in terms of combat but it looks like you have a solid ground work for something interesting