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mc_slayer

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A member registered Feb 22, 2022 · View creator page →

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1. Your basic movement is there. Run, walk, and jump all feel fine. I think there needs to be more environmental stuff to traverse to really see what the movement system can do. 

2. The world did feel quite cluttered and I wasn't sure how far I could explore visually. I walked through the forest a bit but opening up the area a bit more and making it look like you can explore it a bit more would help the environment feel good.

3.  I think switching to a reticle of some sort for the throwing would be good. It is a very inconsistent throw and it's tough to judge the throwing arc a lot of the time. The sphere does generally show where it will land but the bounce of the projectiles makes it tough and the fire doesn't always register that the wood is around it. 

4. Health, how many bears you defeated, night count, and maybe fire strength would be good things to have on the HUD. Maybe some sort of mini map to help you navigate the terrain. Think those are good ones to look into putting in.

5. I think the bear spawning and bear combat are the big things to get the game going. Increasing the bear size I think is a good start because I was expecting some Cabela's Dangerous Hunts level of bear where they are big and mean death dealers. I think implementing damage systems for both player and bear is what you need. Bear combat seems to be a big part of this game and I've been looking forward to that the most.

Excited to see what you guys got coming up in future updates.

-Micco Estrada

You guys been doing a good job putting this together. The art and music are on point and the tower defense fundamentals work pretty well. As for your questions:

1. I think building would be a bit more intuitive if you switched the control scheme for placing towers to be a two click system where you click to select the tower and then click again to place it. The drag and drop can be a bit unreliable when you're scrambling to build towers. 

2. I wasn't aware of the upgrade system initially so I think making that more apparent and clear on how to upgrade is an improvement to make. I also think tooltips on enemies that will appear next round telling the player their type and their effects would be nice. I didn't exactly know what enemies were flying types at first and having that info to know what towers to prep for the next round would be helpful. Then also knowing that the stingray is actually a cruise missile that destroys my hopes and dreams is also some info I would've loved to know too.

3. The game comes out swinging and in these initial play throughs I found it a bit challenging while I was learning the tower mechanics. It becomes easier after learning what to do but I think toning down the difficulty in the first few rounds just by a little would help. I found myself getting jumped in round 9 only to get destroyed by the Leviathan the round after. And I think a little more time to get established would make this game feel good. Then after round 10 I'd say it feels right to get funky with the difficulty. I do like the inability to build towers on top of destroyed sites. It really adds a layer of challenge and strategy. If you'd want to make games longer I think being able to put out fires for a cost to restore a tile would be a good addition, maybe make the cost to do that very expensive to prevent people from overly relying on it. Just a suggestion though. 

4. I liked the tower selection. I think you have a good set of towers and the tooltips that tell you what they do and the enemy types they combat is good. I don't think you need to change any of that as I think everything you need to hold out is given to the player.


One last thing for you guys, in one of my games I lost to the Leviathan in round 10 and had a game crash at the very end. Game still ended but was unresponsive at the name input screen. I'd look at that. I'll attach the webpage error but I would think there's some Unity error that caused this to be thrown.

Outside of that this game is coming along real well, good job so far guys!

-Micco Estrada

Like the art style you guys got going, works really well.  To address your questions:

1. I think movement is fine as is because of how little space there is to navigate. I think a better thing to improve would be to improve enemy behavior more than movement. Since this plays like Galaga, you should make your enemies telegraph attacks more and give the player more time to react. With those improvements and how movement is currently, I think that'll make the game feel really good. 

2. Projectiles seem alright so far and I think maybe a power up or ability for a full auto fire would be helpful too. 

3. I think your player health was fine, I didn't have any issue with it.

4. Definitely the UI scaling. I also had some similar issues like others with how the UI was scaled. A lot of the informational stuff was cut off pretty much. I could still play the game but I couldn't really read the other info you guys had. For reference I was running this on a 1440p monitor so I think making your executable windows scalable would help this. I think also cleaning it up and getting it looking better would do wonders as well for the look of the game too. I think for the final release that's a good improvement to go for. 

So far it looks good and I think you guys will have a good product come final release time. Good luck on the rest of the development!

-Micco 

First off want to tell you guys the game looks great, you've really improved how the game looks since your first development demos in class. 

1. I survived for about 2 minutes. I'd say the AI behavior can be a bit challenging but I do like the jumps they do since its some added challenge but I think adding various AI behaviors would like one that is easier to hit maybe would make the difficulty perfect. 

2. I think the enemies were good. I think making some of them patrol rather than seek out the player when they spawn would help. Because at times those swarms do feel a bit too crowded.

3. Arm swapping was great, my only issue is that when you only have one weapon you can switch to your empty slot. I accidentally did this and thought the auto gun was broken, so I think not allowing the player to switch to an empty slot when they only have one weapon would make your inventory system perfect. 

4. The controls were fine, I think tuning jump height or maybe adding a double jump would be the last improvement to make there. Other than that controls were fine and played pretty well for the most part.

5. The UI is probably my biggest critique so far. The timer and inventory UI was fine. But nothing from what I've seen communicated health levels. Even a low health warning would've been fine too because I had no idea how close I was to dying until I got the game over. 

6. I think everything was visible. The camera was fine, the UI was good, and I could identify weapons I could pick up pretty easily. 

7. The one thing I'd say felt like a bug was the single shot cannon. It felt very unresponsive at times. I don't know if you guys have a long delay for that weapon, but it's behavior felt very inconsistent. I think you may just need to shorten the delay on it and tweak that but regardless that is definitely something you guys should look at improving for the final release.

Good work though guys, I like what you guys have and this is honestly a good base for a full game because I could see a fully fleshed out version of this game being really fun! Good luck on the rest of your development guys!

-Micco