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micahpharoh

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A member registered Sep 11, 2020 · View creator page →

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I finally got a chance to watch the video you linked in the discord group. It looked like you wanted to join a match in progress. This is disabled-- you can only join while the host is in the lobby waiting for players. Sorry for the confusion, I could probably have made it more clear on the menu and in the instructions. 

Maybe you'll have a chance to give it another try before the end of the rating period. Thanks for the feedback!

I can try to organize something if you're interested but I won't personally be available until the jam is over. I've played it with a few different groups of friends and got some good feedback. Everyone had fun so in my eyes this project was a success. 

I can tell that a lot of work went into the level and it definitely adds to the atmosphere. Listing the objectives is also a big help. 

If you continue this project you should definitely focus on damage feedback. It's difficult to tell when you've hit something and it's not obvious when you're taking damage. 

Because I didn't see anyone else mention it, movement gets slower when you're looking up or down. I've had similar issues when I try to rotate the input vector by the control rotation. The key is to only use the yaw and ignore pitch and roll. 

I can also see small jitters in the arms when rotating the camera. This is another issue I've had before. If it's the same issue then it's caused by setting "Use Controller Rotation" on the pawn and also having "Use Controller Desired Rotation" on the Character Movement component. They've both useful tools but you don't want to enable both at the same time or they will both try to update and cause that little jitter. 

Lastly, the arms don't look up and down with the camera. My preferred way to do it is in the animation blueprint. But one simple way to do this is to add a spring arm with "Use Pawn Control Rotation" set to true. Set the Target Arm Length to zero and attach the character mesh to the spring arm. Be sure to disable "Do Collision Test" on the spring arm. 

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Very nice looking game with responsive player controls. I personally appreciate the sprint a lot. Good use of ambient sound design in the house makes for a creepy atmosphere. 

I do think house feels a little inconsistent, though. The walls and floors are falling apart but the furniture and other elements don't match. Maybe there's a story element to explain it that I missed. 

For the sake of the jam I wish there was a skip intro button. The writing and voice acting are nice but when I launched the game a second time I had to wait for it to finish again. 

Also, if you press a diagonal movement direction then you move much faster. Maybe that's intentional but you could normalize the input vector to remove it. 

Edit: I forgot to mention that it works nicely on an ultrawide monitor. 

As others have said, the pace is a little slow. Maybe add a sprint with a meter if you want to keep the tension up. The gunplay felt good but I think the camera moves too much when you zoom in. The overall mechanics were solid. The atmosphere and reactive music  also were done well. I got stuck in a box and couldn't finish the game though.

I managed to delete it by mistake. I just finished uploading a new version but I'll restore the old one as well.

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You're definitely onto something with this one. 

I have a couple more notes since nobody else left any feedback. Strafing doesn't feel very fluid because you have to wait for the treads to turn around. Adding automatic reverse would fix the issue. There's not that much depth to the fights right now because it comes down to hitting your shots and hoping the enemies miss theirs. I also kind of wish you had boosters to give you more movement options like I was saying in the other comment. 

My thought is that the game should be a cross between Rocket League a third person shooter. 

Thank you for your valuable feedback :)

Neat concept but it doesn't feel very complete. The world is beautiful but feels frozen and not very interactive.

Giving the old man an idle animation and having him look at the player would be a good start. Wildlife running around in the world would also help a lot. The end also feels very abrupt and doesn't give any hints on how to improve.

I can add it to my todo list but it will be a pretty low priority. I may update to the latest version of Unreal Engine and do it then.

OK I went back and played a little more. It's well made and I really enjoyed the art style. 

I died and it played the death animation but let me keep playing. I wasn't sure if this was a bug or a feature? I didn't pay enough attention to the prompts haha.

I think the default controls could some work. I'd like to see LMB melee, RMB lets you aim your spear and LMB + RMB throws. You could even slow time when aiming while airborne. Then you would move dash to left shift or something. These changes are probably out of scope but I think it would be neat. 

And if you're looking to expand the scope... It would be cool to add a combo or two. I didn't master the combat but it seems like there's only two attacks-- the throw and the simple melee swing. 3 melees in a row could play 3 separate animations and end with a heavier attack. Or you could add a second heavy attack input (maybe hold LMB?).

The last thing I wanted to say is that the art looks great but the overall composition is a bit flat. Below is a screenshot I put through a filter to show you what I mean. I'm not sure if your engine supports post processing but maybe that's something to look into.

Anyway, keep up the good work!

Original

Original screenshot
Recolored
Recolored version

I didn't play this enough to rate it properly but I wanted to mention that the menus don't scale well on an ultrawide monitor and I couldn't figure out a way to rescale the window.

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Really neat as a proof of concept. The visuals and sound design is top notch.

The movement feels good but definitely has some issues with collision. It's kind of like being connected to a high ping server. 

I think you should remove the player self damage so that you can do sick rocket jumps or shoot behind yourself to get a boost. With your movement system it could be a lot of fun.

Talking to the friendly tank while moving repeats your last input which made me drive up a wall the first time and off the map the second time. The projectiles seem to have some homing logic that occasionally makes them spin in the air. Also, I'm pretty sure you move too fast with diagonal inputs.

Overall the core mechanics are on the right track. 

Simple but well executed. I played in browser with a mouse and keyboard. Using the onscreen controls lets me rotate instantly but it's a bit unintuitive since it's in the corner of the screen. Using the keyboard rotates way too slow though. 

Overall a nice project.

Very fun game. The sound effects started to grate a little bit by the end and one of my boards had way too many Z's but other than that I had a good time.

This is totally subjective but I think the insects should be helping each other. It's such a chill game that it feels weird to be fighting. 

I enjoyed it. Sometimes the green things didn't kill me and sometimes the spikes didn't work. Movement generally felt pretty solid and fair.

I really enjoyed it. The flat presentation of the 3d platforming was frustrating at first but I started to like it after a few levels. Also, the checkpoint system was fair but it took me a few tries to figure out how it worked.

Thanks for the feedback! You can switch to a top-down view by pressing C. Sorry, I should have listed the controls somewhere in the game but I ran out of time. 

It's a nice looking game but I couldn't get very far into it. The concept is definitely there but the execution fell short. 

The Q and E keys should work while you're examining an item. It's weird that you have to put it back just so you can pick it up. It also felt a little inconsistent that some items could be examined but not used. Or maybe I missed something.

I thought all the interactive items were really cool and well done, though when I tried using the chair and binoculars I got stuck. Maybe I just didn't know what key to press but I couldn't figure out. 

The camera animations when you get out of bed or crouch were really choppy for me but maybe it's something with my machine.

I also couldn't see your DevLog because the permissions are set wrong. 

I think this game could be something special but it's not there yet.

Really good variety of visuals and mechanics. I got pushed out of the level a few times and it wasn't always obvious what elements were supposed to move or why they were moving. Overall a simple but fun game.

Really a fun concept and good execution. I had a couple points though.

I found a bug where if you jump up to the corner of a platform and then jump again right as you hit it you can initiate a super high jump. It was pretty easy to reproduce and actually kinda fun but I don't think it was intended. 

There was also some visual artifacts in the lights for some levels. The shadow the player casts is really cool, though it looks box shaped. 

Overall a really neat game.

The creature is pretty adorable but he doesn't seem to animate correctly. I never saw any new resources spawn so I died pretty quickly. Is this a bug or was I doing it wrong?

This game has beautiful art and great relaxing music. I like it and I want to give you feedback so I'm going to do some nitpicking.

There were a few small issues with the movement. I would personally like it if the fall speed was just a bit slower. I think it would help a lot with precision platforming and would fit the overall pacing of the game. I would would also make the glide slowly fall in an arc as well but that's just my preference. 

I also noticed that movement gets a little jittery on sloped surfaces and I actually got stuck a number of times. 

I feel like it would be more consistent with the other game mechanics if you could stand on the blue snails on the wall. I wasn't really sure why they were dying or if that should be my goal. In fact I wasn't really sure why I was collecting mushrooms or anything else other than the orbs. You might want to add more immediate feedback to the collection of those items. 

I'm probably just too dumb for this game but after explaining how to plant seeds I never figured out how or where to do it again. Maybe add a prompt in the places it's available?

I also had a little bit of trouble discerning between some of the background/foreground elements and a platform elements. I only saw it a few times but occasionally there was a tree in the foreground that obscured a block I was supposed to jump over. This might have be a design choice but you could probably find a way to make it more clear. I would also add a shadow or something to any foreground elements that are blocking the view of the player. 

Overall very nice work!

It's a neat game but there are some issues with movement and controls. I kept getting stuck on walls while falling or boosting into the air when trying to jump as I moved towards the edge of a wall. 

It felt like I couldn't hit enemies very easily. I'd like to see the standing attacks moved higher and a new squatting attack that is close to the ground. That way you can hit enemies even when they are a block below you. 

I think you should also move the attack to space bar and jump to W. Using R is an issue because I can't strafe and attack since I use my index finger for the D key. 

Jumping between different environments with new attacks is a neat idea and was executed pretty well here.

That's what the powers are for :)

Thanks! I didn't add controller support because I haven't built a settings menu or develop an auto-aim system. I'm a controller guy too so it's pretty high on my list of things to add in the future. 

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Thanks for playing! I built all the gameplay systems from scratch minus the HUD and 2 impact systems that I integrated together. I just wanted to build a game that would pressure test all of my mechanics and an arena shooter fit the bill. I grew up on competitive arena shooters like Unreal Tournament so this felt like the right way to do things. 

Thank you for the feedback! 

I want to add death animations and some other cool stuff when the player dies but I didn't get to it for this release. The $8 gun was a bug but at least more people will get to try the shotgun. I appreciate your other notes as well.

Did you try the ability system at all? Keys 1-4 enable super powers that cost energy. This project is just for fun but maybe some day it will be more.

I just uploaded V2.1 with bug fixes and balance improvements. The old one is still up if anyone wants to experience the version that was ready by the deadline.

I found a couple huge bugs at the last minute but didn't have time to fix them. 

Were the results ever posted somewhere?