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briyoon

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A member registered Oct 16, 2021 · View creator page →

Creator of

Recent community posts

1) How does the movement feel. When you run around does the speed feel good ass opposed to the walk? Do you think we need a walk speed at all or maybe just an intermediate jogging speed by default? How does the jump feel?

The movement feels great. Most Indie 3D Unity games feel like garbage but yours feels really good!

2) When moving around the map does it feel to cluttered? Not cluttered enough? (Only 1/4th of the map has foliage currently) Does the overall map size feel good or to large? How do the models look? (both bears and environment)

I think it is just the right amount of clutter.

3) Does the throw trajectory track properly for you? Is there anything hard about controlling the aim mechanism?

I feel like i cant throw right in front of me, maybe if im looking down a certain amount it just places it? Also having the pick up and throw buttons different is really weird to me. You could have it act as a context key where if you are not holding an item, e picks it up and then if you are holding an object, e would throw it.

4) What would you like to see on the HUD? We were thinking a campfire level meter as well as a night counter. For menus we are planning on implementing a start menu, pause menu, and game over menu. Are there any additional accessibility features we can include?

Definitely a health bar!

5) When playing the game is there anything that stands out? Anything that you think would improve the game overall? Any opinion you have helps us fine tune our game!

A bear spawned right next to where I spawned and no matter how much I punched it I was not able to kill him. Also the campfire did not provide any protection.

1.) Is the process of building and upgrading a tower intuitive?  Do you have a good sense of the range of a tower?

No I don't really understand how far a tower can shoot compared to each other.

2.) Did you feel like you understood the mechanics of the game?  Was there anything you were confused by?

Nope I think it is coming along really well.

3.) How do you feel about the difficulty of the game?  How was the pacing of the first 10 rounds compared to the future rounds? 4.) Did you feel like the selection of towers offered you multiple choices in terms of playstyle?

A squid cam and wrecked my economy on round 3 so i only made it to round 7.

4.) Did you feel like the selection of towers offered you multiple choices in terms of playstyle?

Yes

Finally, if you encountered anything you think might be a bug during your time playing, we'd appreciate it if you let us know!

It is coming along really well now!

Hey I realized I uploaded the wrong version! Went ahead and uploaded the version with some door transitions so let me know if that fixes your concerns or if we need to do something more! Thanks!

1.) Is the process of building and upgrading a tower intuitive?  Do you have a good sense of the range of a tower?

I think its a little too easy to upgrade the tower. many times I would try to click on the tower to see stats/range and it would accidentally upgrade it.

2.) Besides a bit more information regarding the specifics of towers and upgrades, is there anything you feel would improve the user interface?

Being able to zoom in and out around the map to better gauge how many enemies are coming.

3.) How do you feel about the difficulty of the game?  We aimed for the prototype to have a rather high difficulty, as we wanted players to hit an end point (losing).  Compared to this, what sort of difficulty would you like to see in future versions (Easier, much easier, about the same, harder because I'm a masochist, etc.)?

I got to round 20 before quitting. I think the difficulty is in a good spot and you can really capitalize on the whole rebuilding is required aspect.

4.) It's hard to tell (especially with some graphical glitches we're still running into), but each tower does subtly show its health.  Did you notice this fact, and if you did was the display useful? 

I did not notice it on my own but after reading this it was helpful to for placing slums as walls.

Finally, if you encountered anything you think might be a bug during your time playing, we'd appreciate it if you let us know!

Nothing major, just layering issues with some towers and the HQ. Really like how the drones move around!

1. does the grapple hook have to much force to it? Should it have a cool down on it? 

Yes I think you should make it slower and focus on momentum.

2. What other forms of obstacles would you like to see as the player attempts to swing out of the volcano?

There needs to be middle obstacles so you cant just speed glitch through the middle.

3. Currently there is only one speed set on the rising milk lava. We plan to later make it increase in velocity as the game continues. Is the velocity that it is at now to slow/fast for the start of the run?

I think for people new to the game its fine.

Ben I am going to send you a video on Discord. I remember you saying the grapple only fires when you click near a wall and I found a way to exploit it to go incredibly fast while avoiding all obstacles. Its pretty funny.

1) Is the lighting okay overall!

I think the lighting overall is fine! You can see the campfire from pretty far away which is a good thing in case you get lost.

2) How can we improve our animations to create more fluid movements?

I think they were fine.

3) When it comes to fending off bears in the forest what is the biggest feature you would like to see? 

Maybe some sort of ability that can rag doll / push the bear away that is on a long cooldown.

4) Do you have any other feedback youd like to give us? Anything helps!
There is nothing telling us the controls so it was really hard to figure out what the controls were. I found out that space bar just sends you flying. Also it seems like when you look at trees they are de rendered but you can still walk into them. Also when I found a bear it was stuck in the ground.

1. How do you feel about the length of each in-game day? 

I think the days feel pretty good. There was a bit of idle time when I finished a task though.

2. Is the amount of time you get before your oxygen runs out a good amount? 

I think it should be a bit more aggressive. Maybe like 1/3 or even 1/2 depleted every day? Right now it feels like its about 1/4.

3. How intuitive are the controls and the events? 

Controls are fine however I ran out of bullets and wasn't able to kill the enemies past day 2.

4. What do you think about the enemies (how they play, their health, the damage they deal)? 

I think they should either hit harder or faster. I got hit a couple of times and was almost full HP.

5. What do you think about the item drop rate from enemies dying? 

I didn't notice any items dropping from enemies.

6. What do you think needs to be improved to make the game more intuitive and fun to play?

I think to make it more fun/challenging you could incorporate mini games like among us to finish your tasks. Just walking up and pressing a button on the objective isn't very fulfilling.

7. What would you rate the difficulty of the game as (between 1-10) and why?

2, there isn't much challenge besides initially getting familiar with the game. Once you realize that you cant pick up ammo and that you need to refill oxygen everyone in a while, there isn't much of a real challenge.

After messing around with it for a bit I do have some feedback.

If you used the same tutorial I did for maze generation there is a destroyer node in the middle of each room that destroys the archers projectiles. 

I think the attack buttons should be the same for both the melee character and the archer. It was cumbersome sometimes to switch between the two.

There is no indication of health from the player so it is hard to know when to go for risky plays against the spiders.

I don't know if I was supposed to find a way out of the maze but I couldn't. I just killed all the spiders and walked around trying to figure out what the platforms with the keys did.

I know the biggest restraint for my team right now is time so I can't wait to see what it looks like in a week!

  1. I think since the player move area is so small, if you were to add a movement ability it would need to be focused on giving the player i frames rather than scaling a distance.
  2. I think the projectiles are fine but a bit too spamable.
  3. I think the health is fine.
  4. Some ideas on where you could improve on is sound fx/music or giving the enemy birds animations or tells when they attack (make the dive bomb bird glow a different color or play a sound when they are about to attack)

    I think you guys are having some resolution issues with the text. I am on 16:9 and the text is cut off on both the left and right sides of the screen. Also the text is really blurry. Fun game!
  1. I think it was around 3 minutes. I died because I ran out of weapons.
  2. I feel like the actual enemies that make it your way is a good number. However when back tracking seeing a massive hoard of enemies is slightly nerve racking.
  3. I think that I would like having each arm be a different button better, but the current way was now bad. When I lost one arm, it did not auto switch to the other though.
  4. Yes
  5. I was confused about the players health while having no arms. I stood next to an enemy for several seconds and didn't die. I had to run around some more and jump into an enemy to get a defeated screen.
  6.  Nope everything was easy to see.
  7. I was able to get to a spot where the enemies were not able to get to me until one of them had a super jump (I assume this is a bug) and then got to me.

Really cool game! I love the music. I think the level's fun wears off after a bit due to the limited guns and platform jumps. I know time is the biggest thing for everyone though.