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Unholy Commotion [DD28 Demo]'s itch.io pageComments
Forgot to reply to this - as always, thanks for taking the time to play/critique my game!
I believe a good handful of issues you've mentioned have been fixed since Demo Day, but always good to have the input.
I'm trying to figure out a good solution to the V-Sync issue, as I almost exclusively playtest in the Editor and I have V-Sync forced off on my machine I hadn't noticed any of these issues with input lag or weapon sway, so I'll be working on figuring out how to add a V-Sync option to the game.
As far as the item descriptions go, there are brief descriptions written in the engine but I hadn't gotten around to finding a nice way to display them when you hover in the shop.
The shotgun is just super buggy and terrible at the moment - I really should've omitted it from the DD28 demo. Even when it's working properly it's not balanced at all.
This took a long time to load but actually ran great at 720p and "High" graphics. I did have about 3 moments of stuttering but that was it. When I pressed Escape it froze and then said it crashed, this happened twice. The game page said to check the controls under options but it took a minute to find them there. It would be nice to be able to navigate the menus with the keyboard. I was thrown by the fact the guns don't reload automatically when you run out the magazine, but assuming it's intentional I think I can get behind it given enough time. I'd really like to be able to keep some progress after dying. This game has a lot of personality, it managed to put pressure on me despite being goofy and simple, and hey, now I can say I've backhanded a skeleton-- in short, I like it, and I felt compelled to play it more than usual with proc gen games.
Thanks for playing my demo!
Curious what your specs are? The game is pretty lightweight, aside from the realtime lighting, so it should run pretty solidly on most rigs (400+ FPS on my rig which is pretty outdated)
Menus are probably going to completely change - they were thrown together at the last minute for Demo Day.
Automatic reloading is something I'm definitely going to add in (at least as an option), as it seems to be pretty highly touched on feedback.
An option to turn off mouse smoothing would be nice since the aiming feels kinda floaty.
Maybe throw some healthpacks every now and then? I was at like 5 health the whole time.
Other than that you have a really solid start to a video game.
Really nice game, only thing I'd suggest is to streamline the controls a bit, or at least show the controls on-screen. My friend who was watching said it was very charming.
Extremely polished demo, great art, feel and music.
Good enemy variety and challenge, I had a lot of fun with it!
I found a few bugs
- Even when I crank up mouse sense to 100 it still feels kind of sluggish.
- Sword skellies seems to get stuck on the stairs
- Bone throwers likes to run into the walls a lot
- Could use some map diversity, I only played to floor 3 but the rooms start to look the same even on the first level.
I hope you expand on this game.
It alreadly looks and feels much better than most early access games on steam, good job.
Thanks for playing, and for the feedback!
On the bugs -
I was wondering how mouse sensitivity would play out - my mouse is set to be pretty dang speedy so I have to play with the mouse sensitivity at like 60 haha, and that's pretty snappy.
Pathfinding is pretty busted right now. When enemies are looking for "flee" points they'll sometimes find a point on a navmesh in a different room that they can't get to, so I need to figure out how to restrict them to only their current room.
And yeah there's only like 10 or so total dungeon rooms right now, so things get pretty repetitive. I was hoping to have more content in but just ran outta time!




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