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Mabes3

17
Posts
16
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A member registered Jun 07, 2020

Recent community posts

5/5 no contest

I'm beginning to wonder if it's partially perspective and the hitbox, if the enemy is still facing the player from where they fired (keeping a more  consistent sight on them while moving as opposed to fire and moving off target, causing shots to miss around the model no longer presenting as clean on to the shot trajectory)

clarify my meaning a bit
in the walkthrough you seem to frequently fire side adjacent to enemies, and then strafe walk in the appropriate direction, and the shot arcs during that towards the enemy

ok, watching the walkthrough, on half speed to confirm something that i thought might be the case, it SEEMS that for you and possibly on other hardware shots are banking, ie, that they are curving in flight, based on movement of the player, whereas i think a lot of people are firing on the mechanical understanding that as soon as they leave the gun, they fly straight, so they aren't keeping perspective oriented on the target through the flight of the projectile, leading to a lot more misses, than if they camera strafed the target until the shot got there, leading to a hit. 

that's not so much a jank issue as maybe just a differing FPS mechanical assumption question, if people are expecting to lead their shots for where enemies will be based on how long the shot will take to get there, and not keeping reticle on target after firing. and if they move off target, assuming the shot will proceed where they shot, and it doesn't, it results in a lot more misses. 

see also ho, when moving, and then trying to move the mouse in a direction contrary to the arrows/WASD movement (left when moving right, vice versa), the camera loses sensitivity/movement is canceled out to a degree, making it harder to get pinpoint precision on target, as sensitivity when stationary, and moving, keeps throwing the player off

for context, had to turn mouse sensitivity all the way up to be workable, and even then it was still somewhat limited, but that results in stationary mouse movement being too strong by comparison, and losing perspective/continuous eyes on target

Ok no chrome causes unavoidable perspective flip bugs, 180

Perusing the example walkthrough, there does seem to be an element of how it runs which others have pointed out that isn't showing up for the native hardware/not running from browser/potential incongruities from different browsers. 
A fair self criticism is not jumping enough/at all, and that definitely would help with avoiding crossfire. the lag at least in this player's experience whilst moving, leading to delayed reaction or precision, added to the fact that the aiming reticle/aim seems to lag *when moving* makes run and gun more difficult/less accurate. 
it almost seems based on the walkthrough that enemies have a notable delay in when they were firing when that playthrough was done compared to this player's experience (as soon as crossing into their plane they were already firing from the hip as soon as entering the main hallway after getting the tape gun), and that's obviously going to affect game feel (if there feels like more pressure and advantage to play aggressive because you have the element of surprise. 

unconfirmed, but potential issue where rapid fire (as most players may instinctively do to try and take enemies down quickly, is not registering all hits, because it frequently takes a full mag dump of slime center of mass to encase to the second highest level/even then it is hit and miss (so usually requiring head shot, head shot, reload, dump). tape has an edge, but even then feels like it requires a full dump per enemy to chance immobilizing them

this player will retry on chrome to see if it improves

very good bones, primary issues concern disparity of both rate of fire/capability to dodge fire between player and enemies (relative damage of dumping 4-5 shots into an enemy at range usually only accomplishing 1-2 parts of binding, usually just legs, vs near perfect accuracy for enemies, and their shots being not impeded by corners/cover nearly as often, meaning any peak out usually tanking at least 1 shot before player fire can even reach enemies). Primary strat to attempt to manage risk, headshots, hit or miss for accuracy/effectiveness at any range where enemies are not immediately aggro'd, and reloading takes more time than it takes enemies to remove hood and already be firing. dump full mag in to try to get arms, hit or miss. "
primarily the main limiting factor seems to be player fire having a significantly higher lead time to hit, making it hard to peek out, hit, and immobilize without having return fire strafe you, even with good aim. 
possible tweaks to just maybe a second delay on enemy reaction time to first seeing you, or after breaking line of sight before resuming firing. 
one of thee best games of the jam, but the limitations of skillful play makes it hard to get fully through without a fair few runs. 
if the goal is to feel like you are at a disadvantage, ie, that your weapons *should* be inherently slower and less effective, then skillful use of cover should perhaps be tweaked up a bit, as shooting around a lot of the corners will block the hitbox of the shots, but not enemy fire, so waiting and catching them out as they come around if fraught 

Fun bones, i'm sure it there's fun art of a bunch or the enemies, shame i'll never see them

My favorite game thus far and something i wish i could see a lot more from, although i'm not sure narratively/mechanically where it would go

I had the same issue using firefox. 
switching to chrome resolved it for me

I had the same issue using firefox. 
switching to chrome resolved it for me

great, fun, amazing art. only slightly falls off in the late game of just grinding for the last item, but always fun
RUN IN CHROME. SEEMS TO CRASH IN FIREFOX

Great Art, excellent differentiation for many enemies and fun bones for a larger game. A smidge punishing but with no consequences game over and picking up where you left off, still fun

A: take your time

If not for being spoiled for the super hidden panty, would have been much harder. All in all, great

Lovely and just the correct amount of trepidation or fear, to underscore the severity

Uncontinuable as present as the third screen does not load