I dont know, but generally speaking im kinda bad with bright / high saturation environment + near pov camera.
You ever play Prince of Persia: The Two Thrones? I'm sorry if i sound very rude, but the motion sickness I have playing your game is similar to when I saw this clip (but a bit better when playing your game)
Haybrid || GajiDev
Creator of
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Its a good concept. I like the visuals and surprisingly good controls too, but im sorry i cant play it for too long because i got motion sickness from it. Not to be rude but i suggest an option to change to a far-er camera angle for people with weak eyes like me (if there is a different camera options, then im sorry but i didnt notice it)
But again its a good nostalgic-ish game
Legit a fun game, man. The kind of stuff I can see being downloaded a million times in Google Play Store or something. You're on to good stuff here m8
3 notes tho:
- i think it would be better if the spear ammo to be more visible. I didn't realize there's a spear ammo indicator till halfway to the game (when i can destroy the purple block easily)
- Game freeze at the end when i finally reach the cube's core
- I dont know why but microsoft's smart app control blocked your game, and i need to disable it in order to play
That was a good start. I really like it, especially that one last big bone on top of that white house. Bone need a mastery of the control to get it lol. Well done. But i feel like the regular run's speed is too slow compared to sprinting, but that's just me
Also the rat dude T-posed when im in range of his vision, but not close enough for him to chase me
- "player character turned invisible after walking through a checkpoint while invincibility-blinking"
m8 yer helping me a lot with this one. People mentioned me about this bug but i cant seems to know how to get it. Thank you, genuinely!
- "the purple wall is a bad indicator of direction-switching imo"
Yes, its but a temporary indicator. I didn't have time to implement it yet, but in the future, the design will be like:- some kind of neon gate shining from the floor,
- with an arrow indicator telling the player on which direction they will be facing
- "controller support would be nice"
Aye, and so was the BGM. On the way m8
Thank you for playing my game, and giving me these feedbacks o7
To be honest m8, that's my current goal: make a 90s runner platformer premise (for now)
But I really appreciate you playing this, and giving good feedbacks!
- okay, I'll note that constant invisible bug.
- But if i may ask, how did you get that bug? I genuinely can't reproduce that bug in my playtests
- that speed penalty on car's side collisions is actually a good idea
- thanks
- yea, i guess i need to tweak the timing for that truck more
- aye, I'll tweak those cars' timing on that 90 degrees turn
Again m8, thank you for playing, and giving me these feedbacks and ideas!
No fancy changes since the last DD. Just some background optimizations, and background bug fixings. Again this game is still very early in development. Expect some nasty bugs.
Alontrols:
- Sprint: W
- Jump: Space or Up arrow
- Turn Left - Right : A - D
- Dash Left - Right: Q - E or Left arrow - Right arrow
- Brake: S
- Slide: Left Ctrl or down arrow
I do however wanna note some stuff:
- I didn't have enough time to implement a good visual indicator for the camera/direction changes, so for now i just color the trigger area with a pinkish transparent material
- And no gameplay BGM yet, again I don't have the time to make a proper BGM system module in January and February (ironically because of my 9 to 5 waging kek)
- Add some new SFXs and new player damaged animations. Feel free to give feedbacks on them
- DO NOT CHANGE THE SCREEN RESOLUTION DURING GAMEPLAY. It will destroy all UI's layout and in some cases prevented you to click the return button. If you wanna change res, please go back to the main menu and change it from there
Thank you for playing!
Yes, it seems everyone is pointing out on the direction changer. I can assure you it will be improved in the next update. And thank you for the feedback on the collectible's hitboxes! On the topic of main menu, the UI style was planned to be updated, like the in-game UIs. But i didnt have much time to dev for this DD, unironically due to waging XD. But still, sorry for the excuse
As for visuals and post processing, imma be honest ill probably implement that much later on, at the last stages of pre-alpha, when all of the programming side and UI-side are polished. Thank you anyway for the feedbacks!
Thank you for playing my game! Yes, many people got a problem with the direction change mechanic. I will make sure to polish that one. BGM will be added in the future too!
For "you lose lives when you restart/exit" thing, the impact will be felt when there are multiple level available for play. I guess i should have removed that for this 1 level Demo Days. Thanks for pointing that out!
And as for dash... m8 imma be honest with you, i think i might remove that mechanic entirely, but im not sure.
Again thank you for playing my game! And thank you for the feedbacks. I appreciate it!
Thanks for playing! To answers all your feedbacks in a list:
- Button greyed out? ah shit that's a bug. Its because i made it so you cant retry when you only have 1 life. But it shouldn't happen after the stage ended, only when you're restarting mid game from the pause menu. Thank you for pointing that out
- Its supposed to be sad but funny, a /biz/ kind of meme. Im still experimenting to see the correct style, and the right mix of sad and comedy. Thanks for pointing that out
- Yes, soundtrack is on its way. I didnt have the time to make a script module for BGM management yet for this DD, sorry
- Yea, other players also said the need for indicators, at turns. I assure you that will be added
- The cans was still just a placeholder. I actually want to replace it with an original design of "energy drink" similar to monster or "mother" (australian monster enegry drink), for satire of these popular but unhealty drinks wagie consume these days
- No you're not being mean. Instead i really appreciate your time giving me these feedbacks
Again, thank you for playing my game!
Man, this is the kind of action game, where win or lose are determined from your initial strategy for positioning. Its really fun. But due to the nature of the gameplay, player need to adjust to the controls as fast as possible. I love the grim setting as well, especially that explanation where infantries are literal disposable droned people kek.
It definitely has potentials, but i feel that the gameplay's UI need some improvement, especially the ones that tied to the control.
Also i feel the beginning of level 3 are kinda luck based kek. Those npcs suddenly swarmed me on that unfavorable initial position
This game is so much fun. Basically a spiritual successor to Hamsterball, but better because it has a pink haired waifu with formal education degree inside the ball.
The only critiques i have are:
1. For me, the first jump in the second stage is too far for a new player to understand. Without luck, one must die first to understand how far it is, and how much speed needed for that jump.
2. Sometime other platform prevented you to see the path you're currently on. I mean, its fine if its on straight pathways, but i think players need a clear visibility to pass cursive pathways like in the second stage.
Overall, amazing game
Ey man, thanks for playing and streaming my game!
It's kinda is a meme game, a /biz/ meme game, but also a game i seriously want to be proper and fun. It does lean to the depressed humor of /biz/, but as for now due to asset limitation i can only present the things you played, for now :)
As for BGM, yea hear ya, ill pick the proper ones each level in the future.
Yea its intentional, but i guess i need to tweak the sprint speed and jump height for future build. Thank you!
Ey, thanks for giving me some feedbacks!
I promise to make more levels with better car/obstacle spawns. I will also simplify the main menu a bit to make it faster and easier for players, to jump in the level quicker.
As for controller support, yes it's planned for future development. Stay tuned, and thank you for playing my game~
Thank you for playing the game!
Yea lol that particular level was designed to punish you if you rushed too much. There will be levels that gives reward for players that love to sprints as well. The directions for future developments are like that, with each levels having their own meta way for player to discover.
I also thank you for your feedbacks on car hitboxes.
Also i really appreciate you record your gameplay. I discover some bugs in the game, from your video, such as:
- That "Return to Checkpoint" at death should have been clickable, but it appears to be not, in your video
- If death happens during sprinting, player's body wont turn when you move left-right after respawn
Again, thanks a lot for this!
Ey man it was fun.
To be honest with you from the thumbnail art i thought its gonna be a 2D beat-em-up kek. Wasn't expecting a turn based RPG. The combat system itself is unique at least for me. It's simple enough for an arcade-action gamer like me to understand, but complex enough to make me wanna explore more. At first i think it a "not for me" type of game, but hell turns out its fun. The story direction is also a start tho.
But it definitely have rooms for improvement. For once, the obvious stuff like SFXs for text dialogue and menu interaction. But there's also one more: the artstyle. Its anime character in dialogue, but 80's macho western cartoon in combat. I don't know if its intended, but at least in my opinion its better to choose one between the two.
Good luck!
