Thanks. Seems you enjoyed yourself at least!
Recent community posts
Control in general is difficult to describe but I guess they feel a bit loose? Locking rotation and having Q and E handle rolling could help, So instead of rotating when making sharper turns with the mouse maybe have a maximum bank angle.
Thank you for playing!
I was convinced to make the sprites larger, from 32x32 to 64x64. I was planning on using them still, as a status effect and in towns.
I replaced a handful of songs, mostly placeholders for now.
There's several bugs in the combat system which are fixed. I'm waiting to update the game until I have many of the show-stoppers fixed. Probably before Friday.
Interesting dialog and good use of 3D. I like the battle scene but- while it's likely a placeholder - the blue and white lines are hard to look at. The music in town is a bit loud and bassy. Lots of room for improvement but it's not a bad start.
Blue team's music and the low poly go really well together. Many of the attacks are really satisfying. Game crashed in the forest level but I'm not even upset. This is probably going to end up being my favorite game in DD27.
Pretty fun. Not a ton of ammo but I'm guessing that's realistic too. Sound effects are really good and the jet looks nice with its vapor trails. Not entirely easy to control with M&KB however.
Looks a lot like torchlight, in a good way! The enemies are a little brawny but not overly so. I feel like there are some enemies where you should need the Witch to kill them, like the globby-type dudes.
Cool dialog system. Unique art style. Characters are still a bit hard to distinguish from background and UI. In the combat system, it would be nice if you were returned to your attack / skill selection from the previous round so you don't have to select your target each turn if it isn't the default target. The frequent zooming makes the combat feel like more is going on, which is good!
Crazy, colorful and stylish. Skill text is a little small but other than that it's very functional and fun to interact with. The player characters may need some harder outlines or perhaps shadows in order to stand out from the background.