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DRJuicybear

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A member registered Mar 01, 2014 · View creator page →

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Hey thanks for giving it a try.

I'm glad people are starting to see the base game take shape now, the design of the levels will be improved with that new generator v3, so far it's been a really solid test to see where I wanna take this or if it was worth further development, which it has by a massive long shot.

Despite being put up in competition with other juggernaut indie titles, I think the trick is to not reinvent it per say, but to continue doing my interpretation of this type of game which should make it unique and have a unique feel to it with still staying true to the incremental formula.

I might have to add bloom options later on, I agree they are a bit overbearing I'll continue to tweak the balance of them.

The synergies will work with the core talent and in game incremental level ups, that should be enough to let people make builds, from then on is playtesting and I'm guessing I'm going to need another pass on the parts, there also will be timed powerups in game I'm thinking, I'm not sure if I'm going a bit overboard, not for scope but for the overall design of everything, but all I can do is develop it and then test it, and if it gets scrapped well that's alright, but everything so far feels good so that I think that says I'm on the right track, not that I don't have a design document, the game's just evolved overtime.

I haven't played enter the gungeon I'll have to it a bash, I'm not sure if it will kill my ideas though for in place of doing what they do type of mindset, if I'm ignorant to those games then I can evolve this without mental constraints, if I hit a design block I'll do it then I think.

I want that floatyness to be determined by your ships weight which I'll be putting in soon, maybe not for next DD though, I'll have to see, weights going to play a massive part in overall feel and handling, I'll have to also figure out where to display that in the ship creator, maybe down the bottom middle, just a few bars that show total weight and power to weight ratio, so if you have a light ship with a gun it will shoot you across the map type of mechanic, it's going to take some tweaking though, this might even evolve into something with weight parts as a trade off for a singular gun, I am being mindful not to go too technical.

Ships shooting sideways might end up being a powerup, but I get what you mean, it's easy enough to implement now the constructor is finalized, it's as simple as moving the chassis sockets around in blender, so I could have more than 4 sockets, but then it becomes more complex and it's more data I have to show players, and I'd have to fix up the menus to be a bit different to show the extra sockets, which might be a thing for DD71 I think so 6 months away at this rate.

The AI needs more of a brain on it, it's at a point it's starting to suffer, I have some ideas to fix some complaints for these little guys, like if they have no guns they just dive bomb you .etc, I just haven't had the time to do that, but I should now that I'm making some new enemies.

The debris is a placeholder, the destruction doesn't really do much detecting, I'll probably do something over the next few months about it since the levels are looking better I need better items, but it might actually come when I update the generator, they're just cut up in blender and activate when you shoot them, I guess I could just extend the collision box down and call it a day actually.

The room variety will be more of a living entity, so hazards, room shifting all of that good stuff, there's a bunch I need to do with it that should make it feel pretty nice.

Then once I got generator v3, that should be enough content for that gamemode's demo, then it's on to gauntlet mode which is an entirely new game mode, then after that it's a basic story mode, then that'll be my early access demo I think, it should be enough content to start going hard on the wishlists, I'm wanting to build the demo that should last people a few hours, and then just cut off content so you're still getting a solid demo to play.

Thanks for playing the pre-prototype, I guess it's more of a prototype now, that's also a good point you're making, it started as 2D but I went 3D as it's quicker and easier for me to make stuff for, when I make the new logo and icons I'll update the description to be more in line with the updated graphics, I do like keeping expectations low especially since there's not a lot of content.

There's a whole bunch of stuff I'm doing with that destruction, because the idea is the spacestation is "alive" I want bosses to utilize the rooms and bash through walls or just use more, picture this, you are fighting a boss, and didn't clear the previous rooms, then it bashes through the wall causing that room to be alerted adding extra enemies to the fight, that type of thing is something I've wanted for a long while but I've had a ton of core work to do first.

The boss is at the difficulty I want more or less, I might increase the 2nd phase's health a little and the 3rd, it's supposed to be super easy to ease people into the game, it's sort of relies on the difficulty multiplier to tune things which isn't bad, I know from testing x4 difficulty with tier 1 ship and guns is a bit of a challenge, x2.5 was a mild difficulty and that feels quite right to me at the moment, but if you have a tier 3 ship then you'll blast through everything, I'm not sure what the max difficulty for that will be, when I add in more projectiles I'll tweak all of the guns and tiers.

And yeah I took the barrier off so people can do what ever, I wasn't sure if I should add that in but noone's complained about it so my "menu flow" for the ship creator is working really well, I think I nailed it which I'm happy about.

The music was hand picked from a humble bundle sound so I have the rights to it, I recently bought another one so I'll have to add more music later, I also need to do more SFX for the doors and what not too but that'll come later when I'm done with more enemies, bosses and the talent and level up system or when I need a fun little break, I also might reach out to the guy that did the music and see if he's got more of this style.

This also reminded me I forgot to put in the feedback form and wishlist buttons, I'll have to add them as well to my list.

Thanks for giving it a bash, I'll reply like a todo list so I can add more suggestions to the list of tasks I have to do.

  • Yeah they're rough, I'll do a polish pass on it later when I add a skip cutscene in I'll give it a once over.
  • You're the only one to find that so far, it's just in the initial intro as far as I'm aware, it's a minor bug that will be fixed when I get the skippable cutscenes in, that's low on the priority list at the moment.
  • The names are all just debug list, I'll be sure to name them when I add in more bullet types and particles, it's almost time for that though.
  • I'm not sure what happened to that physics, I think it was when I changed the power of the bullets when I split all of the ship parts up, when I do the weapon names I'll give that a look, they were blasting out but those barriers also need a fix as the roof just stays mid air which has annoyed me for a long while, they are placeholders, so I might do a pass when I add in particles.
  • I didn't get around to dragging the SFX into the gun, I also think part of that was because guns are assembled in game, I might have to upgrade my excel sheet for the SFX now that I think of it.
  • The difficulty was too high the previous demo days I had a lot of complaints, eventually when I do the new generator, that will adapt the difficulty to the amount of spawners and how many spawn out to prevent camping but that won't be for a few months yet.
  • The boss is tunes for the first tier weapons it does get progressively harder on the 3rd floor but it's only x4 difficulty, which is part on me for not explaining things, that will come when I put in the difficulty selector so people can tune the challenge.
  • The enemy collisions might have to be tweaked, I personally found being jammed by debris one of those "annoying realism" things, I think what would fix that is if you can push it but it's a bit weightless so it doesn't stop the player but semi-slows them, that I think would be a good balance.

I'm glad to hear your thoughts, you've given me a bit to think on, it's at a place I'm happy with to add more content because it's now mostly bug free, I'm also glad the handling was feeling better, the ship does micro tilting in directions that you can't really see but I think it adds to the feel, I'm also going to add a weighted mechanic so if you are a light ship, and you have a big gun it adds more pushback, you probably notice that now, but it's kind of place holderd.

Next demo day I wanna have the incremental stuff going with a few more enemies, it might feel like a minor update but then after that it should feel like a larger update because I'll have more core work done on it.

Thanks again for playing it.

Thanks for testing it, I'm glad it's at a point people aren't finding bugs, it means all my core work is solid, people are enjoy the aesthetics and sound too which is a big thing for me to have a pass on.

Well for the content wise there's going to be more enemies, more bosses, the core talents/stats, then there's the level up mechanic I've been dying to work on, this will be the next 2 months work, then after that it's generator v3 which will do a whole lot with the rooms and bosses.

The goal for this demo day was just feed back if the game actually was bug free, the previous demo days have been miserable because of bugs, but I've rewrote a lot of code so now it appears to be solid, I also understand a lot more on how unity operates too which helps.

I'm wanting to have talents that you then improve your ship with weapons and the level up system compliments the weapons you used and the talents you picked, I also need to have melee abilities which I'm going to give a test run on with the talent tree, so you can be melee or ranged based type of deal, that's current feels right for the game, so think the castle in rogue legacy that you're able to upgrade but it's your core talents, I also though about adding in pilots for even more customizable stuff but I'm going to see how this all pans out with some testing first before I decide.

I'm glad you had a bit of fun with the game even if it lacks content that's ok because I can always add more content in, can only go up from here.

Thanks for giving it a bash, I'll reply as a todo list style so I can easily add it to my todo list.

  • Glad you like the vibes, it's something sort of hard to get right for me but I'm pretty happy with this, it's not going above my artistic skill level which is pretty low, same with those destructible environments I'm going to lean pretty heavy into that, it sets it apart from other games of that genre, especially since my competition is binding of isaac, by competition I mean it has to be on par with the amount of content and polish in that game.
  • You make a good point with that, I personally didn't go much on binding of isaac it's always never clicked with me for some reason, which is a good thing because I got a bunch of ideas how to improve the genre, that being that destruction and in game levelup that's curated to your ships weapons and ships core talents, there's also another 2 gamemodes planned story and gauntlet, gauntlet will be more "tarkov" extraction inspired, I should be able to make this into something pretty fun now I got the whole neon vibe going on.
  • Yeah I understand the contents lacking, I'll have a few more enemies next time now that I'm done with the ship builder's core functionality and migrated the parts to be non-prefab.
  • Pre-Prototype - Don't expect much of anything yet, if you think that's gold, you should see the trailer, I added "Pre-Prototype Pre-Alpha Pre-Beta Pre-Gameplay Gameplay" haha, I'll probably should swap it to prototype now that a core loop of the Arcade mode works.
  • I'm going to add a skip for the cut scenes, I also need to apply a fix to disable controls when you first load the game, because right now you can bug out the animations if you spam the enter button, so I'll probably add a skip when I do the back button to exit out of everything.
  • Good point with that, I think the camera might be a tad too low, when i go and do another pass on this I'll fix it all up, but it won't be for some time now I think, I got content to load this thing up with now.
  • I get you, and that's going to be fixed with generator v3, the idea is the space station is "alive" so I'm going to lean into that, which comes with new interesting rooms that can close in on you, or start empty and then it becomes "alerted", which all fits in with the story mode I wanna cook up, for now I might have a delay and a red light on the spawners giving a bit more warning.
  • I don't have any particles yet, and I think that's becoming a bit of a problem for people, I also don't think I'm there yet to juice the game, I might just throw in something as a place holder for now, eventually I want smoke and all types of things for the damaged parts.
  • The slopmachine is funny but you're correct with this, it's supposed to be a rarity but I don't really have much content so it just stays there for now, I have other gambling ideas too, these novelty rooms will eventually be super rare when i get a proper shop in (I wanna have a hot android waifu as the shop keeper).
  • The power progression is coming next, a ship core talent system that's where you can assign abilities with a tech tree, and then an in game level up system that focused to improving what you already got, there's also ultimates and evolution modes planned, talents will help with the corruption system, I always thought it would be cool to go "beast mode" for a short time with a sanity type of mechanic, I'm still working on the design of it though, I may end up saving this for story mode rather than arcade.
  • Yeah I hear ya, that's why yesterday I remade those doors so I could get the logic in for showing different rooms, that might be a generator v3 type of thing.
  • You're the 2nd person to mention that, and I completely forgot to fix it, I wasn't sure if this is a mechanic I wanted to leave but it appears people hate it dropping off, so for now I might just add a toggle to not give up floating to you, maybe save that for like "dense exp" so it's heavier and floats slower, then I could have something in specialty puzzle rooms that you gotta get to with a chance of it falling down a hole or something, which doesn't make sense since you're a flying ship.
  • The level is regenerated so it's reset in a way, it's quite fast so it might look like it just refreshes the map, but everything is proc gen.
  • The music might be different volumes in itself, I eventually want to get some music curated to the game itself rather than these humble bundle placeholders, I might look into that when I get these things sorted, I'll check the code and see if it's a volume bug, the pause menu stuff I'll eventually add, I want a rotatable controller just like on goldeneye I found that to be sick, I wonder if I can do a bit with the other options.
  • The boss on floor 1 has little HP and your bullets damage transfer over to the other parts so it's why you miss some of the destruction.
  • I get what you're saying about him, I think it lies in balancing the HP of his parts, he's supposed to be a simple boss with nothing too technical, you're right with saying things will improve when there's more bosses.
  • The aiming thing is a whole mechanic I'm fiddling with, I want weights on your ship that stabilize shots, so if you put a big gun on a light ship it's not going to be accurate, at the moment there's no weight calculation into the recoil and pushback, I add that in the coming months.

So overall just content lacking and a few QOL improvements, with no bugs, that's excellent, thanks for your feedback and time.

Thanks for playing, I'll reply in a todo style list so I can easily add it to my todo list.

I'm glad you enjoyed the menus, it's about the only content at the moment next DD will be better now I'm not stuck on menus and design, I don't really want to mess with voxels but I get what you're saying, the destruction is easy to do at the moment, I don't think I'll ever hit performance issues with it, I also haven't studied anything on voxels but I think it's a plan I had to have from the get go, it might be too late now engine wise, I think there's little to gain with it, and yeah the destruction is something I want to lean into, but I have to be careful as it creates an absurd amount of clutter.

  • I'll fix that temp res soon, I actually thought it was fixed but it's to do with the settings loading I think it actually might be just a display refresh I need to do.
  • I was told these settings don't actually help colourblind people, so I left it there to get some feedback with it, I think it's to see what others see with that type of colourblind so you can alter your game's colours to meet those requirements, which since I have it there it'll be good when I get more content I can go and tweak everything.
  • I wasn't sure what to do with that part, I'll probably end up leaning towards putting in a disc and you select something on screen, I've had a few people wanting that now but I was trying to keep the OG design, I'll revisit it when I have more modes.
  • You make a good point, it originally was just the exhaust but it's turned into more thrusters, I'll have to change that.
  • They're easily editable on my excel sheet, I'm just lazy and I need more projectiles, I still gotta tweak things with them but I'm not too phased, I'll probably do that when I start making more projectiles, which I think will go well when I do abilities over the next 2 months.
  • That FPS bug is because time is set to 0 so it has a hissy fit, I'll probably default it to just a dash.
  • I think it's time to put in the back button for controls to escape menus, my friend was mentioning this a few weeks ago, so it's become a needed thing now.
  • You actually make a good point for those spawners, I'm not sure if there's much I can do about that, I could change them but that wouldn't really resolve the issue, I might need to add a red light on it or something, or change the neons to red to show it's "bad", when I eventually get more of the level's themes in there's going to be more logic to the spawners, such as coming from vents, getting shot out of infestations .etc.
  • It's going to end up being a rarity for that, it's not supposed to be as frequent but I don't have enough content for the shops to have any variety, and the slop machine was just something I wanted to put in for fun same as like a roulette table, they'll probably show up 1 in 200 generated rooms realistically, and those type of games I can whip up in a day or so.

I've added these things to my feedback list to help shape the future of the game, thank you.

Hey thanks for testing it out, the twitter account is new, it could be my other twitter but I don't really use it, all my updates are more or less posted here.

And yeah your feedback is sort of how the majority feel, which I have to do a in game pass and upgrade everything with more content and visuals, I've spent my time since last demo day upgrading main menu visuals and logic which I'll make a post soon about it (Later this week, it's currently 13/04/2026 for me in AUS) I am overdue to make a new post, then I'll be free to add more enemies, and more content for the rooms.

The environment you can destroy but it was a sort of game feel tester, that I'll address later (with the new generator v3), the same with walls around the edges being destroyed I took that out because the game became a visual mess so I'm still thinking on it, I have a lot of ideas on what I want to do, I think this week I'll be starting extra content for the map, I've planned out the map generator v3 too which adds a bunch of support for better layouts, I want rooms to feel "alive" if that makes sense, at the moment it's very bland, but I haven't exactly added content, all my time's gone into all the systems.

But, the good news is I think I've got most the core work done so I can add more to the arcade mode, once I finish reassembling the ship editor I'll be trying to get that main game all polished up, I want to have more content and new graphs in by next demo day which is in about 20 days, the stuff I've done already is a night and day difference.

Thanks again for giving it a try.

Ugh yeah you're right, I fixed it, uploaded, there's a bug when you swap from gamepad to keyboard and mouse but you just hit ESC in game, I'm going to rewrite this damn save menu's input settings when I wake up tomorrow.

Oh fantastic, I'm glad I was able to fix it for you, thanks for playing.

I should be able to pack more content into it next time, the edit ship is fully functional by the way, give that a bash, I wanna fix all this GUI stuff as it's quite ugly as well as add some enemies with physical shields and armor, and get the abilities back in, and give the boss a little less HP but more things going on (Shoots out baby blades .etc).

Alt+Enter makes most games fullscreen/windowed.

Hmmm I wonder why that was, I wonder if it's unity's screen resizing being all annoying, yeah I'm definitely doing a way with that, you couldn't press alt+enter I take it?

(1 edit)

Thanks for trying it out, yeah the balance I sort of had to throw together for this.

  • Please have full-screen mode and resolution settings. Also, volume was at 1% by default?
    I'm not sure what happened there, it should be 100%, I'll look into it, I'll add the resolution settings next time, I play to steer away from the low res stuff anyway, It's not really enjoyable for me personally, I think the settings file still exists from the last game so it could be that, I'll look at having it reset settings per build.
  • The default ship is terrible, but somehow, changing chassis and re-attaching some new guns totally changed it to something that seems OP with a much higher rate of fire and damage. Razer blade boss died instantly on the 2nd ship. 
    Yeah that's some damage scaling, I only just started working that over the past few days, I think next demo day things will be much smoother in regards to this, this is good to know thanks.
  • EXP should probably be stickier. Feels like it just gives up if you move even a little bit away.
    Yeah I'll tweak these, I was going to have them as a stat for attraction or part of a ships stats.
  • I was expecting one of those pick 1 of 3 things from the level, but seems like it doesn't do anything. Also, if it is meant to be one of those, then it takes way too long to get that first level. 
    Yeah, It's supposed to happen but I haven't had time to put this content in.
  • 2nd floor, made it back to a tutorial room, stopped there. 
    Ah ok I'll see what's going on with it.
    Edit: I just realized as I was updating my DD notes you meant you stopped at floor 2, that's good to know.
  • Gets dull really fast since there's only one enemy type and it's hard to hit.
    Yeah I couldn't agree more, it's at a point I got core systems work and should be able to load it up with content which I'm pretty happy about.
  • The camera behaves weirdly for big rooms of more than 1 screen horizontally. I would expect it to be more continuous like the long vertical rooms, but there's this snapping horizontally that feels jarring. It's not so bad that I can't get used to it, though.
    Yeah that's the "smart camera" it's a bit wonky with rooms that have corners, I felt that when I was testing it it was really annoying to me so I'll plan to fix it, it's cause it snaps to the outer edges but doesn't allow seeing on other rooms, I'll have to think on it
  • Speaking of the large rooms, it's too easy to lose targets and have to slowly look around for them. 
    I had a feeling this might be the case, I might have them patrol less and hunt the player down, I improved it last time because the ships will destroy if you knock out the 2 exhausts on them.

Thanks for trying it, next demo dey should be content packed now I've done the biggest core systems, only 1 to go with the excel importing so I can balance things easier, I'll add these to a todo list and get them sorted anyway.

Well, working with unity itself for a few years (10+ years unreal dev) it wouldn't be too difficult, could do it as a game jam over the weekend.

I remember this game and went hunting for it years later and couldn't find it, glad to see a remake of it, I had it on a demo CD.

I just saw the video, thanks for testing it, the loading bug happened to a few people, I've had to redesign and remake the systems, it looks to be resolved now, it was only happening to 50% of people and I didn't know about it before I submitted to DD as it didn't happen to me, I have my lil bro testing it on his laptop for me now, next DD should be leagues ahead, and bug free.

I can also see the struggles you're having with the difficulty, I have some ideas that will fix that too, thanks a bunch.

Thanks for checking it out again, next demo day ill have the ship creator in, which will help with the difficulty, and the spawners will be tied to the difficulty.

I'm going to probably have to do some sort of tutorial, but I don't think I'll have time.

The slop machine will eventually dispense gear too.

(1 edit)

Apparently that infinite loading bug is still there, I can't patch it because I was redesigning the unlock system, but will post a patch later on in the week.

I have push an update with the infinite loading bug fixed, and the difficulty toned down.

v0.3.4.81.

Enjoy.

Thanks for your feedback.
Yeah a lot of people are struggling with the difficulty, I'm going to apply a fix today to make it easier with less spawners, also has that loading fix, so everyone can play, you're correct about the doors I'm also going to fix them, you're supposed to glide past not get caught.

The breakable objects hiding enemies I'll leave in for now, not sure what I'll do with them yet, I might change how the destruction works on it a little so the roof crumbles revealing them, but that requires a bit of time.

An unintended side effect is that if you destroy something it pushes everyone away if you're hit by debris, when I do a pass on those destructible objects I'll have it so they damage enemies/yourself, which is something that I need in now that I think of it.

Thanks again for giving it a bash, it means a lot

I see, I think maybe you need to have that main screen to the left say "All cards" or something as simple as that, in between the deck and the cards you could have an arrow that points right too, that would help a lot.

I'm not sure how much of my feedback was helpful, they're just thoughts as I was playing, hopefully it's in a style of a todo list.

I have played the game and given feedback here: 

It maybe still uploading, hope this helps you a lot.
I also stole your graphic to have as a thumbnail, I hope that's ok.

Ok, upon further testing I can confirm I've replicated the issue on my little brother's laptop, it's strange because my parents PC has no GPU and works.

I'm going to see what i can do in the next week to try and solve it.

Well now that's strange, did you try clicking start with the mouse?

Thanks for playing, this is some good feedback, I'm glad the menu animations and aesthetics haven't annoyed people yet.

The SFX are something thrown in, I'm agreeing with you that some are a bit annoying, I do have a random pitch set to most things, if you could tell me which SFX it is, I could have a look at it and maybe change the place holder when I do another pass on the SFX (I still need to add in door SFX .etc)

I'm glad it was easy enough to pickup and play, it means I'm doing some things right with the design, I'm gald you can see some potential with it, and it's not just me.

There's only 1 mode available at the moment, so there's not a lot of content but I'll get that sorted in the coming months, now that I have a bunch of ground work sorted.

When you say the difficulty ramped up, when did it ramp up for you? Floor #2? or mid way through floor #1? if it's floor #2, then that's good, as I mentioned to Mayo that's a good indication of things working, the difficulty curve is easy enough to fix, I was going to do each floor as 10%, but I wanted to really ramp it up to the extreme to see how people go on each of the floors.

If it was mid way through floor 1 I might reduce the spawner amount and tie them to the floors difficulty (difficulty 1 starts with 3 spawners, difficulty 20 has 12 spawners but then the difficulty for the floor will increase x1.10), I'm more or less getting a feel for things at the moment, next DD I'll increase it to 10 floors and let people go down further, right now it's 3 floors, which is easier to test and gives me an idea for balance.

I also have a few more questions:
Did you use the dash? How did that feel?
Did you find the style of music out of place? or it was fine?
Did you use keyboard and mouse or gamepad?
What was your average FPS? Do you know your PC/Laptops specs?

I've added your feedback to my notes, thanks again for giving it a bash.

(1 edit)

Thanks for playing, this is some good insight, I'm glad you like how it's presented, people tend to find it great and not annoying which I feel is a difficult thing to do.

When you say the difficulty ramps up too quickly, when did you feel this exactly? Was it the sudden jump on floor #2? or part of the way through floor #1?

If it's floor #2 then that's perfect, that give me some idea of balance, default ship with no upgrades works till current damages x2, floor 3 is supposed to be stupidly hard, I want to get a feel for what people say about it, also it's good to see the difficulty working, I threw that in yesterday.

The entities they should be turning red for taking damage and blue if they have a shield, but I think they might need a healthbar, I'll add one in and see if it provides too much visual clutter, for next time, at least start with that, since your thoughts are the same as mine.

With the ship creator coming next DD, the enemies will be using the same system, so I'm thinking of instead of healbars they will show damage, you shoot their gun and it breaks off, that's what this new system will be able to do, so I'm hoping this resolves this problem,.

The reloads were on the actionbar before they broke, but I'm not really a fan of the actionbar, I'm thinking I might have a timer around the cursor that appears when it's reloading, or some text above the ship, it might not need a bar, when I get this ship creator in I'll look at adding weapon animations in that will help with the visual cue, I want some juice with that, I'm a big fan of some shmexy weapon animations.

I also have a few more questions:
Did you use the dash? How did that feel?
Did you find the style of music out of place? or it was fine?
Did you use keyboard and mouse or gamepad?
What was your average FPS? Do you know your PC/Laptops specs?

I'm thinking I might add some pictures to the starting room to display how it works, I also need to change that text to suit gamepad or keyboard and mouse, depends what you have selected.

I've added your feedback to my notes, thanks again for giving it a bash.

Will check it out when I rise from my slumber

(1 edit)

Known Bugs/Feedback:
+ Boss attack patterns need a bunch of work and polish
+ Player GUI should hide while cinematic is going during boss
+ Add a bar for boss shield
+ Gamepad support for X-Box and Playstation
*11/11/2025*
+ Updated to v0.2.2.62

(1 edit)

"-In the mode selection menu, it's not obvious you have to hover your cursor over the back button to put the game disk model down since it's occluded by the game disk model. Maybe make the game disk model be put down when your cursor isn't over it anymore instead?"
That's a good point actually, I'll add it to a todo list, but it won't be for a bit yet, when I add more content to the menus I'll give this another pass, I also need to add in the logic to deselect when the mouse is off a button, which is a bit of a pain because then I ruin the function for the keyboard/gamepad menu selection, I might have to only deselect if there's mouse movement selected.

"-P/ESC should also close the pause menu but I had to click a button"
I've got this sorted in the next version.

"-Space to dash is not listed in the tutorial"
You're correct on that, I fixed it up for th next version

"-dash kind of functions oddly where you always dash towards your cursor, but if you press the opposite direction it seems to shift the added velocity towards the direction sometimes?"
Yeah I noticed that too, it a bit buggy, I'll add that to me todo list

"-It's very easy to get stuck to terrain and walls while moving around the rooms. This can make navigating areas a bit frustrating."
I've just fixed this, the collisions a sphere now as someone suggested, it allows wall sliding, it'll be fixed next version.

"-Freezing the character on entry to every room feels very bad. I'd rather you let me move around until the enemies spawn instead."
I'm working on improving the room transition logic to be more fluid, it's got a few logical issues with it right now.

"-You get a freeze even when entering old rooms you've cleared enemies out of. That feels mega bad."
I agree with you on this, it's super annoying, I'll fix it when I go and do a room transition pass

"-Enemies often get stuck on their spawner and just shoot out from it at you. This can make it sometimes difficult to realize whether you've cleared a room yet or not as some end up being occluded by the geometry above them in their spawner."
That will be fixed with the next AI pass.

"-The razer boss that I fought needs more telegraphing before he dashes around or at you. It seemed exceedingly random how he moved."
The AI for him is not really finished, it's just got basic logic, but all of that is linked with the AI, which I'll fix when I go and do a pass on that.

"-I don't know if there's an end to the second dungeon, but I went through a ton of rooms without finding a boss. For the time being, since there's only one enemy type, I think the room count can be cut down."
I experienced this before I was submitting, I really need that map or an arrow to hint at what way to go, it confused me and I hated it.

EDIT: Also FYI, There's unlimited levels, they're just generated upon starting the level, it just generates things that are too large without a map, I failed to mention that.

"-There is some funky stuff going on on the side of the screens running the game on my ultrawide monitor."
That has been fixed for next version.

"-There was some terrain I could shoot through in certain rooms."
I'll get that sorted when I fix up the AI, for now it's sort of a feature since the AI doesn't have navigation brains.

(The two spaceship models were pretty cute. I'm more of a Ship_02 man myself.)
You know what I realized? People like the graphics and haven't said it's terrible or annoying, that's appreciated.

Thanks for giving it a bash, I'll have those fixes in soon enough, I'll release a patch later today with those few annoying things fixed so people can enjoy themselves a little more, I'm just checking out the room transition seeing if I can quick fix it to be less annoying.

"If you are holding a diagonal direction against a wall i think you should slide along it rather than get stuck there. This in particular makes the game's movement feel buggy because modern games generally don't ever get stuck like this these days."
Yeah this is currently a bug I'm fixing, it's annoying as hell to me.

"Enemy projectiles feel too fast to reliably dodge and they shoot the moment you're allowed to move on a new screen, this feels very bad. They also surround you then prevent you from moving. It was interesting after i noticed spacebar allowed me to escape these situations but that ability also feels a bit overpowered, not really sure."
Those projectiles were tweaked when the ship was faster, I might slow them down a bit, I have to fix that transition so things are a bit more fair, currently that transition feels a bit broken (Player ends up too far in the next scene), the space bar is a dash which is one of the more "melee" type of weapons I was fiddling with, I'm planning on adding in upgrades and abilities so you can play a few different styles, people's feedback has been great here.

"Enemies can sometimes shoot through walls, in one example they were stuck in their own spawn rooms in the middle of the map while shooting at me through a barrier and i couldn't see them. They often got stuck in there sometimes and i was going around checking the spawn bays for enemies to try to finish the level."
Yeah, the AI has no sort of brain about them to navigate object yet, I sort of but the ground work in and moved on to another system, I'll be fixing on a more priority, as people keep telling me about it.

"I feel like the game is too generous with health because the enemy difficulty is too high. I'm facetanking and not getting punished for it, but i don't have much of a choice."
I hear ya, it's sort of the only choice I've got till I put in more content.

"I want to hold down mouse 1 and keep shooting but i need to click again for every projectile, this will cause RSI and is just generally uncomfortable."
This was more a test of the abilities, I have the code there to swap this, I might do that for this next patch since people requested this as a problem.

"Overall the dominant feeling of the game right now is "I am getting stuck on everything" including map borders, geometry mid map, and even enemies."
That was my personal feels as well when I was testing it, it's got quite a few annoyances that I'm fixing, glad to have the same view as everyone else here, thanks for giving it a bash.

Thanks for freedback

  • The accelerated movement feels bad. It feels like I'm ice skating, that combined with the small levels with blocking objects makes you hit the walls constantly

I'm hoping to resolve this with some upgrades on the ships abilities allowing tighter controls, the stats are there I just need to fix the shop and a bit of logic for it.

  • Shooting is not accurate, I don't know if this is intended and you upgrade your accuracy later.

Yeah this is part of the stat system, you can level up 1 of 12 stats that deal with accuracy.

  • Having to click every time to shoot in these kinds of games are a bit annoying. Make it so you auto shoot when you hold down the trigger.

I have the abilities with the capability for that, I do know gauntlet mode will have auto shoot toggling, I might try that for the mouse.

  • Enemies some times get stuck in their spawn location and they stay there and shoot so you can't see them

I'll fix up the AI with the boss AI too

  • I feel like the enemies are bit too quick in their movement.

Those ones are a bit fast, I did slow down the player I'll have a look into getting slower enemies in.

  • Room transitions could be quicker, especially when you go back to rooms you have already completed. Waiting several seconds  just to go back.

Yeah it all stems down to the aesthetics, I'll speed them up and see if it's better, it does mean faster gameplay which I'm getting the gist that people prefer.

  • Ship selecting menu is too slow

It's all about the pain and suffering of watching the pretty graphics, in all seriousness, I might come up with a slightly new design, that being too fast looks a little goofy.

  • The boss kills you in two hits with full health

Yeah I'll fix him up.

  • Boss background is still visible after you quit to the menu after dying to the boss

Unitys non buffer clear I think it was.


Thanks for giving it a bash, I got a solid goal from all this feedback to work towards.

Yeah I get what you mean, there's sort of an aesthetics thing with it when the level moves, and a mechanical reason for it, I'll take another look at it when I improve the level generator.

The enemies get stuck is just general AI improvements.

Thanks.

Ahh yeah nice, I'll have to fix that black border issue, when I redo the window sizing code, thanks, that's really helpful.

"oh yeah if I strafe top-bottom continuously then I am able to stun lock razer blade in the top left corner and he offers no additional difficulty until his health runs out."

His AI system is currently really poor, I haven't manage to fix his AI but, he uses the same system as the other little AI's which I'll do a pass on in the coming weeks, on top of fixing his attacks, I currently will have to improve it to do some other detected rather than just [Wait] -> [Move Direction] -> [Wait] -> [Target player], I think his collisions for damage is a bit bugged as well.

"I think that you should add to his movement behavior a new activity where if he doesn't trigger his charge on the existing object for 10s or more, he enters into a predefined movement mode where he visits all four corners in a random order, or something like that?"
Currently I have a custom sequence that he follows, I don't have a timer for last used ability, and I probably should do that, but that will come with a pass on the enemy AI to detect objects around, when I made this system I found out unity has a type of behavior tree thing that I might look into, but this sequencers a bit better I think, it's lightweight.

I should be asking what FPS people are getting and what their PC specs are, thanks for your comments, and thanks for giving it a bash.

"I like how the enemy can hide underneath the spawner things it makes them seem smarter like they got 2 states: 1 chase you down out in the open, and 2 stay still hiding under cover"

This is a bug currently, because the AI is super basic, but that does give me a few ideas when I improve the AI to use cover and hide, thanks.

"so you can't see exactly where they are making hitting them a little bit more challenging and getting shot at by them more surprising -> increases fun"
Yeah I might have a look at using this as part of a design for the levels.

"see this light grey patch? this is a blocker, you crash into it. so it is like a wall or a concrete barricade or something. but look at the sides of the arena, they kind of have a LoZ ALttP type slant to them, so then this middle thing should have that too, right? like the sides of the walls should "pyramid" out around it a little bit, so so that you know it has height. otherwise it just looks like a symbol painted on the tarmac that you shouldn't hit into it."
Yeah that's a good point actually, I sort of didn't notice becuase the center is non slanted, but I'll give this some thought when I improve the levels.

"next up: you need to put a super wide black rectangle behind the game scene so that on ultra wide monitors the out of bounds area is just dark, instead here you can see that to the left (and it is the same again on the right edge) there is different hues of grey and even an out of bounds slab all visible. cover it up with a black rectangular"
Ah yeah, I had the resolution fixed, but it must've broken, I'll keep these in mind.

"And lastly, the movement feels like it gets stuck too much. It IS capable of sliding as if I D (right movement) into an angled surface, I slide up it."
Yeah someone else mentioned the movement, I'm personally not a fan of how it gets stuck on things instead of sliding around it, it'll change on the next movement pass, I do believe it's a combination of not fixing it after I swapped from 2D to 3D and still used a box collision, someone mentioned a sphere can slide, I wasn't aware of that, so I might check it out tonight, if it fixes the movement I might deploy a patch for this, it's not where I want the movement to be, but it was sort of good enough, I also reduced the players speed by about 60% and haven't tested it, which makes me thing this effect worsened.

Thanks a bunch for your feedback, I'll pop it in my Todo list.

"Ship collision should be a sphere, so when I move diagonally like this I expect it to not get stucked."
Yeah I'll look into tightening up the controls, I had it going where it didn't have the curve and it felt like it had no weight to it, I have to balance this, I'll do a fixup when I get some stats and stuff sorted, so each ship handles differently.

"Ship collision should be a sphere, so when I move diagonally like this I expect it to not get stucked."
Yeah I had that issue too, I think there's 0 friction on it, I'll check out a sphere and see if that fixes the annoying instant stopper.

"- And some design is quite questionable, for this one, there are cases where I went into a room and placed next to an enemy spawner, but I can't move because of the transition, if there's an enemy there and shoots me, I can't do anything. And the enemy spawner just hides the enemies inside it"
Yeah the enemy AI was sort of thrown together, it has no ability to navigate properly, I do need to improve the ship spawn when you move to a room, it spawns you too far in on a few directions, I think that will come when I improve the room generator to have bigger rooms, the rooms are just thrown together for variety.

Thanks for the feedback, that's helpful.

Yeah, the AI is far from done, they don't have perception for objects yet, it's a bit annoying, but it'll do for now when I do an AI pass on it.

Because of this, I have learned to always make sure to play test a game, because you didn't even play it correctly, which was completely my fault, but thank you.