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(+1)

I can't move to the HowToPlay Sections from the BeginPractice Option. Pressing down when in Options moves Cursor to Quit Game.

I'm also not going to memorize any of the Combos mentioned, I suck at fighting Games and similar Stuff anyway, I'm just going to buttonmash. Sorry.

Don't animate Hair fully, only animate the Tip. Yours clips horribly through the Skull. 

Shadows get messed up when you jump into the Orb, Lightsource also follows the Orb too closely, causing fast moving Playershadow. consider smoothing its movement out, having the Orb jump with you/move away when you jump, so you don't jump into the Lightsource, or having actual Leveldesign with proper Lighting instead of a nearly empty Void with a single Orb.

Camera on Lock-On zooms in too much for my personal Tastes. But Lock-on seems to be working.

Your Animations and Models are horrid, but you know that, I'm assuming Placeholders.

The Wind is incredibly strong. It works well for a "pulled into the Abyss" kind of Feel, alongside the Map being limited by Darkness, but it could be done better. Wind focusing in Strength on when you're standing on top of Pillars/etc, more piping when in a Walkway, less when in open Fields, wind-affected Doodads like torn flags/cloth, grass etc. depending on what Setting you're aiming at. As for the Darkness, just fading out on light distance like currently works but again, could be better. Some Particles at the Border slowly bleeding ink-like blobs into the Middle and fading out or something could work, it generally sticking more unnaturally to the Surface of Things. On that Node, same with the Characters. I know I said they're obviously Placeholders, but I think theres still a lot you could do without giving them actual clothing, depending on if they're warped Perspectives of yourself, Shadowbeings from the Place you're in, etc.

A lot can be masked with proper Animations, but it still feels pretty clunky trying to do any combo. The selection makes Sense, but i.e. if I'm sliding and pressing Kick during it, I should still do a slidekick, not just being forced to kick and then slide. Same on jump+kick etc, a bit more leway(?) on when to press for a certain combo might be better. Seeing as you can only really combo kicks together, light attack also feels a lot more useless. And it phased through the Enemy once, but only once, and no Idea why. Sorry.

Camera loves to go low to the Ground when near an Obstacle, ruining any Vision. Should go above the Player instead I think.

Orb also likes to just not do what its told, set it to follow the Player, didn't do so, defensively didn't work aswell. Fixed itself when changing enemies back to punching Bags. And it could, just as the rest, use a redesign. Just a floating ball of Light doesn't make a lot of Sense, something thats actually integrated into the World and Lore, to help you ward of the Darkness creeping in works a lot better. You need some background Lore on this, to make the Designs coherent and work better with each other, as it is right now, its just a punching bag simulator with poor Placeholder Animations and bad Hairphysics.

Enemies seem to spawn in varying Sizes, had one spawn so small I punched above them initially, until the Playercharacter decided to adjust her Hands for whatever Reason. Could also walk up onto them due to being so small. And noticed everyone is floating above the Ground quite a bit. If after walking up you jump to fully land on Top, you glitch out.

Tried to fall off, realized your World looped, nice I guess?

Played on Controller, which I wouldn't know how to do better, Controls work fine. Running is an exception tho, maybe its me, or my Controller, but pressing left Joystick feels too hard, and pressing right facebutton blocks me from rotating the Camera. Wouldn't know how to do it better tho, maybe press down Camera joystick, even tho that'd be as hard as the other one, and wouldn't make much Sense?

Lockon also doesn't lock on to closest enemy, but to whoever the Character, not the Camera, is facing most closely, and doesn't allow me to cycle between targets, so it can become really tough to control and get the right target.

After a while my Foot got stuck in the Ground or something, essentially one leg stopped working and just jiggled in Place. But seeing as all your Animations are just Placeholders, that's not really going to be an issue I guess.

Watching them just slide over the Corpses off their Comrades and fling themselves into the Invulnerable Orb endlessly is probably the most Fun I had with this Game.  I could see this being potentially Fun as a 'protect your follower' kind of DMC-like Beatemup or whatever its called, while you travel through some weird Dark Abyss full of creepy deformed Clones trying to find a Way out, or a Cure for those Clones, or the Cause or whatever, but as it is currently, its just missing too much.

And if you're keeping Physics and collision and everything on the Corpses, and are planning on enough Enemies to result in big Piles of Corpses, having that actually be useable for some Form of Gameplay could be nice. Maybe use the Corpses as Props to kick into other Enemies or something, I don't know.

You can also jump ontop of your Orb and get stuck there, nice. Why does it have Playercollision? Resulted in me finding an Enemy just at the Edge of Vissionrange on the Stairs unable to move tho, so probably stuck in them somewhere? Orb coudnd't move over them when set to follow earlier aswell. 

Seemed to stop other Enemies from spawning, so I'll end here. The Quit-Game zoom out is a bit long but nice.

Whoa. Thanks a lot for the feedback.

My reply to your points is mostly "noted, thanks, that's a good point" so I'll only respond to the ones where I have questions etc.

- Your Animations and Models are horrid

Damn, I actually thought I'd managed to make a pretty decent model aside from the hair. Any specific issues there?

- Could also walk up onto them due to being so small. ... If after walking up you jump to fully land on Top, you glitch out.

Glitch out how? Enemies are supposed to get stunned and pushed aside if you land on them.

- Tried to fall off, realized your World looped, nice I guess?

It took four months but thank god someone finally noticed :D

- Running is an exception tho, maybe its me, or my Controller, but pressing left Joystick feels too hard, and pressing right facebutton blocks me from rotating the Camera. Wouldn't know how to do it better tho, maybe press down Camera joystick, even tho that'd be as hard as the other one, and wouldn't make much Sense?

I think I'm gonna try making it a toggle, so you click the stick or button while moving to start sprinting and click again or let go of the stick briefly to stop.

- Lockon also doesn't lock on to closest enemy, but to whoever the Character, not the Camera, is facing most closely, and doesn't allow me to cycle between targets, so it can become really tough to control and get the right target.

Yeah, it's kind of a mess right now. I was pretty stumped on how to let the player easily change lock-on without removing the ability to rotate the camera to look around during lock-on, so I just copied the attack autotargeting algorithm. but I think I've got some ideas now.

- Orb also likes to just not do what its told, set it to follow the Player, didn't do so, defensively didn't work aswell.

Damn, I really thought I'd gotten all the kinks worked out with that. What did it do when you put it in follow or defensive? Just to be sure, were you in "randomized" enemy mode? That makes the orb change mode every wave, but I probably made that information easy to miss.

- I could see this being potentially Fun as a 'protect your follower' kind of DMC-like Beatemup or whatever its called, while you travel through some weird Dark Abyss full of creepy deformed Clones trying to find a Way out

I'm glad you think so, because that's basically the idea. Hopefully I can realize it.

- You can also jump ontop of your Orb and get stuck there, nice. Why does it have Playercollision?

Cuz it's using a playerController component to move around and those come with a collider as standard. I figure there's no harm in letting the player jump up on it if they really want to.

- Resulted in me finding an Enemy just at the Edge of Vissionrange on the Stairs unable to move tho, so probably stuck in them somewhere?

Huh. You mean the stairs next to the building with walls and the square with pillars on it? Did you by chance notice whether the enemy's eyes were blinking? I haven't seen them get stuck recently except for when they were routing at the end of a wave.


Again, thanks for playing and thanks so much for the feedback. I really appreciate you taking the time to write all this.

(+1)

> Animations and Models

Talking solely about the Model, since the Animations are obvious, the Hair has issues, yes. Overall it's on the 'trying to be realistic but not quite there yet' Area, its not bad from a Quality level, but has a lot of small Mistakes that add up. Certain proportions are exaggerated in a bad Way, the waist is too thin compared to the Butt and Chest in a sideview, and moving way too far forward, leading to a very unnatural looking Pose. The front isn't curved nicely, leading to a very flat looking Abdomen, with Abdominal Muscles jutting outwards too far. Also Thighs exaggerate outwards to far aswell, probably because it looked unnatural otherwise thanks to the huge (second?) Butt. ( It seems like your Thigs have a second Butt under the normal one, thats way too low, and doesn't match with actual Thigh-musculature. Upper and lower Arms seem to bend the wrong way around, Knees are pretty big and lower Legs don't bend backwards enough right below them. Musculature on the upper Leg when viewed from the Sides should extend towards the knee but bends in too early, giving it a weird bumpy look. Same with the Butt, judgjing from the extension on the Back, it extends up to the middle of the upper Leg roughly, instead of dropping off where it should. (The afforementioned second Butt). With how the Boobs fall, the general upper body seems to jutt out forward up until roughly the middle of the Abdomen, then immediately take a drastic turn and jump inwards heavily, with the Collarbone jitting out twice its thickness over the actual body, same with where the Arms are placed. Try removing the Boobs completely, and connecting it flat together, it should still have enough room to properly contain a Ribcage and all these Organs. at the Moment it looks like you have a weird dent under the Boobs and then Jam the Lungs and stuff in there. You don't really have Shoulderblades, your Muscles there should extend and fall over the Shoulders basically, but instead bend inwards, causing the Arms to jump over the Part where the big flat Bones at the back of the Shoulders should be, not the otherway around. The Face feels like a generic Ark Female Character face taken and stapled on, the Waist bends in and out too quickly for a natural Wasteline. 

Overall as I said on the beginning of this, its just littered with small mistakes here and there, that, thanks to the attempt at realism, make it overall look much worse then it might be. The more realistic and away from stylization you go, the more small mistakes and slight weirdnesses like these become glaring Problems, as you're just falling slightly short of making it look realistic. Keep in mind tho, I can only look at it ingame, with poor Lighting and weird Animations/Poses, so it might look worse then it actually is. However, I recommend looking at more references, especially at the Muscles itself in Diagrams where you can see how they flow, where they start and end, not only at real Photographs of nude Women. 

>Glitch out

Enemy might've gotten stunned, I was on Punchbag mode, so they didn't do anything regardless. But she definetly didn't get pushed around, so I just kept falling into her and being pushed back up onto her.

>Orb 

not in randomized, just in attack-player. Orb just did nothing.

>Stairs

Yes, the Stairs to the Pillar building, and no, no blinking. But no Body, only Eyes/Face/Halo/Censorbars.

Thanks, that's gonna be a big help. I'll need to redo the rig for fixing the animations, so I was gonna take the opportunity to fix a few mistakes on the model I'd noticed myself and make her less stylized. Having a bigger list of things to fix now will save me a lot of headache down the line. At least the worst thing you had to say about the face was "generic" - I was pretty proud of it.

Guess my bughunting's not gonna have an easy solution.


Thanks again.