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jerrynieto

6
Posts
A member registered Feb 19, 2024

Recent community posts

(1 edit)

How do you feel about the game's difficulty? 

I think that the game can be difficult, but there are ways to get around the difficulty. Sometimes I could just let the enemies attack the VIP first and then they would be easier to defeat as they would not be focused on me. Also, I could sometimes just block until I got close to the enemies and then kill them easily into quick hits.

If it is too hard/ too easy, what do you think should be done to make it more balanced?

I think that having an unlockable attack could help prevent the combat from becoming too easy. This would probably require the player to have some sort of dash ability to dodge this kind of attack, and to make it fair there would need to be an indicator for when the attack is coming.

Does the parry work fine?

I thought that the parries worked, but they were hard to pull off. Maybe make the timing more lenient.

How are the visuals?

I like the visuals and the art style. I like that everything is clear and easy to see.

Any bugs?

I did not notice any bugs.

Do the UI elements look fine?

I think that the UI looks good, but there could be a little more art for the menus.

Would you like to see anything else added to the shop?

I think that the shop was good.

What do you like/dislike about escort missions in other games? 

I like when the VIP can also help fight the enemies and when I can have control over how the VIP is picking fights.

How do the controls feel? 

The controls feel good and responsive.

What would you like to see implemented in the game?

I think that adding a way to pause would be nice. Also, I think that changing the combat camera so that it can lock on to the nearest enemy and focus on them would be a good addition if possible.

I think that this game is in a good spot right now. It is a little frantic, but it could be more frantic if there were more plants to harvest and defend from bugs. It would be helpful if an indicator was added for when the bugs or plants are hit. Maybe they could flash colors for a half second to indicate this. I liked being able to aim in while shooting, but I also think being able to hipfire would be nice as the camera would sometimes only be showing grass when aiming up. Also, having some sort of health bar above the enemies could be a good addition.

  • How do the camera controls and unit movement feel?

The camera controls and unit movement feel good. It was a little hard to see which units I was highlighting though as the highlight is a little too transparent.

  • Did the enemies feel hard after several waves, or were they too easy?

The enemies did feel harder after several waves, but I think that it was a good difficulty as it was a good challenge. Sometimes it felt like the player units were not recognizing some of the enemies that were near them.

  • Did it feel entertaining or attention-grabbing? 

It was entertaining. I have not played many rts games before, but it was engaging even though it was not as intuitive for me.

  • How long did you play or survive? Did you build any units?

I played for about 15 minutes, and I survived the whole time. I was able build 2 units.

  • Did you notice any extreme or notable bugs?

I did not notice any extreme or notable bugs.

  • Any other feedback is welcome!

I think that this is pretty good so far. I think it would be helpful if the enemy and player units’ health bars were different colors because sometimes it was hard to tell them apart.

What bugs or quirks did you experience during your experience? What were the circumstances surrounding the bug?

I experienced a bug where I was not able to give a patient a blue pill. I played a few times, and this only occurred with the blue pill. There were instances where I could give the patients the blue pills, so I’m not sure what circumstances cause this bug. Another quirk that I experienced was when I paused the game while diagnosing a patient. The UI from the diagnosis remained while the pause menu UI was up. This made it hard to read.

How did you feel about the minigames? What would make them more fun for you?

I enjoyed the minigames. Maybe there could be a time limit that each minigame must be completed, and if it is not done in time then there could be some sort of penalty.

What did you think of the movement?

I thought that the movement was good. I liked the grappling hook. I think it would be useful to have some kind of indicator for when you can grapple to a surface. This could be something like changing the reticle color. The sprint felt good, but the normal walk speed felt a little fast. Sometimes the walk felt a little to fast, and it was a little difficult to walk in doors.

What score did you end up getting after 5 minutes of play time? 

 The highest score that I got was 100. This score was likely affected by the bug I encountered with not being able to give some patients blue pills.

Did you feel like you were challenged or engaged? If not, what do you think contributed to that?

I felt like the game was engaging. I thought that the difficulty was not too challenging, so it might feel a little better to implement some sort of time limit for mini games with penalties.

What general thoughts or feelings do you have about the state of the game?

Overall, I liked the game. I think that the game is in a good state right now, but it could probably use a few more mini games, or more depth to the minigames in the future. 

Difficulty? Too easy too hard? What would you recommend?

I think that the difficulty of the game is good. It was a little hard without the close range attack, but once that is added in I think the difficulty will be good.

Fun & Replayability?

I enjoyed the game, and in particular I liked trying to decide how to approach the enemies in a way that would create 1 on 1 encounters. I think that most of the replayability would come from playing the game until you get to the ending, and I think that is good.

Is the goal of the game intuitive? What would you recommend adding, removing, or changing?

I think that goal is pretty intuitive and I like how it easy to spot where the documents are due to their animation. I would recommend some kind of indicator when damage is taken besides the health bar just to make it a little more clear when a player or enemy takes damage. This could be something like the player or enemy flashing red when they get hit.

This is good so far. I enjoyed the different enemy types and movement felt good in both modes. There was an instance where I was playing the melee aoe mode and the ghost and grey circles pushed me off of the screen towards the bottom. I wasn't really able to replicate this in other attempts, so I'm not sure what happened. Also, I wasn't sure what the enemies dropped after they died, and it would be helpful to indicate that. Overall, I think that this will be pretty good once the player's health is implemented along with the GUI elements.