Thanks for trying it out. Sucks that lag ruined your experience. I'm interested in what are your PC specs tho?
Emiss23
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Nice visuals. Controls are snappy and responsive.
Module idea is really nice, but It feels like a lot of modules are bad, defensive and offensive ones occupy the same slot, maybe it's not as bad in co-op, but in single player that just makes defensive modules unusable.
Also having soo few modules really meant that you only stick with one as there's nothing more to try out, once you find the most damage dealing one (melee one) you'll most likely just stick with it.
Game would really would benefit from some sound effects. Everything also seems very small, there's a lot of empty space, could be significantly more zoomed in, this would also alleviate the bullets being tiny and barely visible.
Had trouble figuring out you need to reload, could've used a text prompt, ammo counter, sound effect, because right now it can feel like the game is bugged.
Black text on a dark background is also not a great idea, it's next to impossible to actually see what it says.
Interesting idea of non combat boss fights, but that also leads to many flaws. First of all it feels largely un-interactive gameplay, like you literally can't do anything to progress faster. This feels even worse on the second boss where you can almost stand still for the entire fight, only moving when the bow appears. Maybe some sort of side objectives like puzzles or something to "weaken" the boss could be a nice way to add interactivity without combat.
On the other hand you could've tried making it more of a rhythm bullet hell game, considering the set time for each boss fight, so the way to react to everything would be more music based and could feel a lot more interactive. It would still be reactive gameplay, but a larger emphasis on music could perhaps work.
Thanks.
I don't see how round-based would do anything for the actual gameplay loop. Also, want to get as far away from cod zombies after making DfB.
I don't see the potential in this idea anymore. After spending 6 months, I see this idea differently. I couldn't nail down the execution in such a long time, so it's incredibly demotivating to do anything regarding this project.
Depth is an issue for sure, but I don't think just slapping extra weapons would do much to fix it.
Think about it: what would be the point of shurikens? Any damage they deal would be not enough to be useful, you already kill enemies in 2-3 hits (or if shurikens dealt meaningful damage they'd be overpowered as you'd have a ranged weapon to avoid most danger).
I tried making a "level 2" of sorts with this vertical slice, so in terms of weapons, abilities etc. it's very bare, just the actual core of the game. But well, the core is flawed and just feels "off" to me.
When you say viewbob you mean camera bobbing right? Cuz if so, I sort of dislike camera bobbing and I know other people dislike it too, some say they get sick from it.
Having a toggle between regen health and non regen health would break the game a bit, since it's made with no regen in mind. Regen is a mechanic that I really dislike, it somewhat works for zombies but I still decided I didn't want it.
Any accessibility options are obviously still missing, as well as control remapping.
Having mod support for the game would be incredible, but the easiest way for anyone to mod would be downloading Unity, which would put off a lot of people. Making modding built in to the game would be rather difficult.
Thanks for sharing your opinion.
Hey, I have indeed thought of making the cards art based on tarot cards, but with my drawing skill that is not very possible so I chose to make the cards based of playing cards instead.
You've listed quite a lot of cool perk ideas. Since I'm planning to not have a perk limit some of these seem pretty overpowered, but I think some could be added :)
Honestly that doesn't sound to bad for such a graphics card :D
I probably should make the game run using Forward rendering, since for some reason I set it to deferred (forward - better performance when no/low amount of realtime lights).
Another thing that's still possible to optimize would be body counts (make an option to decrease it or increase it).
Hey, your suggestion sounds really cool, but at this point the list of things to add is becoming very daunting.
Massive sneak peak here:
I am already planning on making a new map that would have a full Easter Egg - Main Quest! So thinking of a cool story and than bringing it into gameplay is already a massive task. So having a lot of additional things I want to add: like more weapons, a new mini boss enemy, perks, etc. Makes the list massive.
If the game will have a lot of potential after the next big update, I might consider making it a steam release (not a free game anymore, but the free version would become a demo, lol). With this possibility I would definitely add leaderboards, statistics, camos, modifiers, more features like that and most importantly more maps.
Having some custom made challenges would be also awesome: in the menu there would be a button - Challenges, you click on that you see something like "Iron man" challenge, where you can't upgrade weapons and you can't have perks (when I'll add them), and there's a leaderboard next to it showing how high of a round people have reached.
But for now I don't want to increase the very daunting list beyond the point that it's at already. I just beat Elden Ring and I have a gap year, so I'll start grinding some game development now.
I appreciate every suggestion and I especially appreciate that someone actually plays my game!
Cheers!
The crashing is most likely like you said too many particles. Having >10 instances of blood literally in the camera is not good, so a weaker PC could crash because of that, so I guess I'll tweak how shotgun impact effects work.
For the jump spots, I am not sure how to treat them: like bugs or like features :D. But I'll probably not change the jump spots, I'd rather focus on making a new map than playtesting to death the first one.
Alright this might seem harsh, but here's some criticism:
For a fast paced game I would expect the enemies to at least move. (I believe you probably couldn't figure out how to generate a navmesh at runtime, so here: https://github.com/Unity-Technologies/NavMeshComponents with this package you can make navmeshes at runtime)
The parkour has no purpose, since all the levels are flat with no verticality, either make the levels contain a reason to parkour, or just focus on bunny hopping or something like that.
It also bothers me that you can't manually reload weapons (at least not with the R key).
Joe is also horrible, him predicting your movement is not fun and it's not good design, you probably realized that as well because you can respawn in the boss arena. To beat him I just ended up going side to side until I killed him.
This game didn't feel much like a rogue like either. It just doesn't have much replay value. Like why would you spawn with all 4 weapons in a rogue like!?
The movement seems nice tho.
Main thing to improve is enemy variety. Just the same dude with some times different scale standing in place is boring as hell.
The Post processing effects are a bit too strong, like chromatic aberration, I personally don't like that effect. And why even use grain for this type of a game?
If you want some inspiration you can check out my rogue like: https://emiss23.itch.io/droid-fortress (little self plug lol :D)
Anyway hope you learned a lot by making this game. I know how difficult it is to make something fun. Good luck next time, I hope you make something cool. Cheers!