I made it through the end but still wasn't so sure about how this works. Most of the time I felt like just trying stuff until something sticks.
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I think the biggest problem with this game is the level. Not the visuals, not the theme, but the sequence of challenges presented to the player. The character have unusual movement and it takes quite some time to adapt on how he behaves, alongside with the controls. The first thing the game asks is to perform a roll jump and the punishment is too hard - make three jumps of intermediate difficulty in sequence or go back to the beginning. This was something that let me really frustrated because I wanted to "feel" the game first. Then the walljump came with a very high cost, but at least you could retry many times. After that, I got stuck in the hole in the second walljump challenge and gave up for now.
Sometimes the characters feels a bit unresponsive too. You can't rely too much on the ledge grabbing and it seems to work effectively only on hard edges. Maybe the game could benefit from having more blocky collisions areas.
It's not a bad concept. The presentation was very good and everything else raised my expectations. But it's not there yet, you could play with it more and improve.
Man, I really liked this one. It adds a whole new depth of challenge to the original game, almost like speedrunning.
Just one question: does the amount of health an enemy have influence on the amount of time you get?
Hey man, thanks for the feedback!
Haha, nice choice! But as much as I love the Doom OST too, the goal is to search for atmospheric kind of music.
Oh, the yellow key goes in the door that opened and led you to the room with the flying eyes. Glad you pointed that out, the game lacks player feedback sometimes.
Gotta be honest, this game is unplayable. Not only I had to cram down the resolution and quality a lot, but the mouse movement is horrible. You poke the mouse a little bit and it goes much farther than what you would expect. Couldn't aim straight at all, no chance.
This is unfortunate, I liked the screenshots.
This is a game I really have been looking for in quite some time. It's getting really better in terms of visuals and movement. Controlling her was a very smooth experience.
Too bad we don't have an actual gameplay yet, but that is something I can understand.
Good luck on this!
Amazing concept of a game, the mechanics are really interesting and the graphics are too charming.
It seems specially difficult at the start but it gets better later, once you learn how to combo. Only suggestion I have is to make her movement less stiff, it was kinda difficult to hit the ball a second or third time.
It's fine, though it doesn't offer any options in the conversation until the "action".
Sometimes you "pull out" and it has that Stop button available, it was kinda confusing. Other times you are pulling it in and she just stops and her arousal meter start going down for no reason. Needs a bit more clarity on the feedback, left me wondering what to do.
Otherwise, the animation is great.
Can't thank you enough on how valuable this feedback is.
I agree with all those issues of level design communication, AI bugs and sliding on ramps/stairs. These will be my main focus from now on, since it is beggining to take a shape of a game instead of just a prototype.
Until next demo day. :D
The PSX graphics is a cool choice, it gives an eerie right off the bat. Played right after the encounter with the monster, when the key left didn't fit in any door. Some things to consider:
- Better sync between animation an walking speed, feels like she is skating a bit.
- The monster claws clipped throught the door and hit me.
- Didn't realised at first the book at the safe house was for saving the game. It offers "Yes" or "No" as option but doesn't ask what was supposed to do.
- I remembered from the thread the monster doesn't die, so he crouches and gives you delay so you can escape. But I died after touching him anyway, don't know if that was intentional.
This game has great potential. Also, why the main lady looks like a walking dead? Is that part of the lore?
Quite an improvement from the last demo!
One things that I liked was the texturework on the level, since that flat color usually made it hard to see shapes of the rocks and debris.
The spiders are hard as usual, they rekt me several times. Ironically, the bandits were much easier to kill and it was nice to see the new content.
Anyway, the game is really fun and really hard. Souls-like games are not my type, but it was easy to see the appeal. Gonna show to some friends and see what they think about that.
Hey Phil, thanks for playing!
First and foremost, I'm sorry for the extractor. The goal was to make the noobiest installation possible, but I guess any OS or person have a zip extractor nowadays. Don't know what I was thinking.
Second, you touched some interesting points regarding the levels and the enemies.
When you mean the "level is a step back from last demo day", do mean the overall design? It sure have more interactivity now and it kinda reflects the switch from using a modeling tool to a full fledged level builde, which I'm still getting used to. Most elements were rushed due time constains. As you can see, there's handful of stuff in the game now that kept me busy. And there's one secret room!
And yeah, about the enemies... I ran into some trouble making a proper AI and since it's work that takes a really long time, the focus for this demo day was to have a playable level. But don't worry, making cool enemies are in my top priority list!
You can also provide value feedback thourght the survey provided in the game menu. It will help me a lot!
I liked almost everything about this. Visuals are really charming, enemies are cute and the combat is challenging.
Only two complaints: it's strange that the enemies flash red before attacking, common sense says that white or red flash means they are taking damage (which is also the same flash when you hit them), try changing for something else.
Another thing is that the shapes of the map disappear when you are near them. For example, there's a lot of rocks in front of a wall but you only see gray. I don't mind flat looks, but is bad when everything seems to blend togheter.
Well, enabling the map on the second layer and running Auto on Texture Buddy did the trick. But if you build the map with Auto UV Map on (and without clicking on Auto like I did), the problem still persist. As far as I know, the final map only had one UVMap, just like every sector and brush. In the meantime, I can live with it. It's just something that started happening after I reinstalled Blender and the Level Buddy tool.
And I must say, it's being incredible useful once you get the hang of it. With automatic UV and exporting, it let me modify the map and send to Unity in a matter of few seconds!