Cool stuff. Nicely done. Took me about 10 minutes to actually figure out what I was doing! But once I figured out the rules, it was fun! Here's a playtest video of me figuring out how to play, and then adventuring my way to victory! :)
MUZBOZ
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This is pretty cool! At first, it seemed like it was just about luck.
But then as I read the tips and started playing, I realised the nuances of how things work!
The FREEZE & NUDGE controls change it into a tactics game, with risk & reward, and a sort of push-your-luck element.
I like how the actual placement of the 3-of-a-kind is reflected in the garden-bed, also adding to the tactical side of it!
Thanks for uploading the early proto pre-alpha build.
Great Thiefy vibes, nicely done! :D
The mouse cursor is not locked or hidden, would you be able to make a build where the mouse cursor is hidden and locked to the game?
I play with 3 screens, so I'm constantly clicking off the game, which minimises the game. :)
Not to harp on, but if you WERE to find a little smidgen of time to improve this game in just a few small (but hopefully effective) ways (so that anyone who downloads it can enjoy it much much more), I'd recommend these quick tweaks. :D
FLASHLIGHT
- Change from "G" to "F"
PICKUPS
- Place a battery pickup at the first town gate entryway, somewhere in the light so the player sees it before they pick it up (even if their torch is off).
- Place another battery in the town, somewhere deeper into the town, somewhere in the light where the player can see it before they pick it up (even if their torch is off).
- Place a few more ammo pickups around the place, to give a bit more ammo than there is now.
LEVEL DESIGN
- Put some obstacle objects in the way of any alleyways that the player can't move down, to make it clear they're blocked off.
And if you were feeling really extravagent, I'd highly suggest...
INFO TEXT APPEARS AT START
When the game first starts up, you could have a single text block that appears onscreen for 6 seconds or so, then disappears. It says:
- "F" to toggle flashlight
- "Mousewheel" to cycle through weapons
EASY!
New PLAYTEST VIDEO for a new VERSION! :D
My feedback and thoughts inside...
Specifically...
FLASHLIGHT
- Couldn't figure out how to turn on Flashlight. Discovered it was the "G" key only by going to the website again. Should be "F" in my opinion. Might be nice to show help text at start of game for a while. "Press F to toggle Flashlight", and "Use mouse wheel to cycle through weapons."
- The actual position and angle of the flashlight seems a bit weird. Could maybe be pulled back closer to player, and be a bit wider?
PICKUPS
- Could give pickups a small light over each pickup, so you can see them in the dark.
- OR... give the player more BATTERY pickups, placed in areas with a bit of light, so the player can find batteries more often, so they can use the torch, to then find other pickups.
- Ammo Counter in top right should be a bit bigger, and moved in from the corner a bit, and have ICON for ammo type next to it. (So player learns which ammor is for which gun).
- Would be nice if there were some health pickups in the level, maybe? I don't believe there are any.
- I'd suggest adding a FEW more pickups for everything, in generally, to make it a bit easier. (If there ARE more pickups already, and I'm just not finding them, then perhaps the other suggestions above will solve the issues (having more batteries, or making pickups more visible with a light on them).
- Don't let the user pick up a pickup if they already have full ammo for that weapon.
- You could try having more batteries. And have a small LIGHT or EMISSIVE material on batteries, so players can find them, even in the dark. (Could be subtle, but at least something!)
- If you definitely don't want any lights over pickups, at least put some more batteries in, and place them in places with a bit of light in the area, so players can grab batteries. That would help a lot with everything else, because at least the player will be able to see, and therefore track down ammo.
LEVEL DESIGN
- Make sure you make it obvious whether you can move into an alleyway or not. There are several alleys that look enterable, but you can't. Make sure you put obstacles here so it's obvious you can't go in there.
GUNS
- Need RELOAD SOUND that is edited to be the length of the reload timer. Player needs to know exactly when they can fire again, and how long it's going to take. An accurately timed reload sound would be the easiest way to do that.
HEALTH BAR
- Player currently has no health indicator. Don't know how much health I have left.
ENEMY NOISES
- They all say "Hello". It'd be much better if they had 4 - 8 different sounds to choose from.
It could be quite cool to have some looping ambient AUDIO at a few key locations around the map, so that even when the player is in the darkness, and a bit lost, they can use the audio they can hear off in the distance as a sort of "approximate compass" to find their way to the Graveyard, for example.
This could even just be simple things like, one location has frogs croacking there, one location has an owl hooting occasionally, there some wind blowing up on the hilltop. And the player can start to use these as (an almost subconscious) way to orient themselves around the world.
I guess the nature of these projects, is that you can add more depth, more variety, more interconnectedness, more everything, forever! :D
I'm working on a game called Secret Keep, which is fairly early in development, creative procgen archipelagos, with mission based gameplay.
It's always inspiring to see what you are doing with your generators, for little ideas and inspiration. :D Soooo muuuuch tooo dooooo!
Here's a little Dev Diary Video from a while ago, if you're interested to see where I'm at with it. :D