The GIF is without color correction, I always thought it was MUCH worse! Thank you for playing! :D
Alessandro "Ordnas" Capriolo
Recent community posts
I will re-add all the content that I cut for various issues, like the "famous" sprint button and more variety on the gameplay (different weapons, different enemies, various items etc.) Thank you for playing! ;)
GrynchGaming thanks for playing! I am glad that you liked it, these days I am working on it, I am adding some of the stuff that I cut for not having enough time (a couple of new areas, new weapons, AI improvements and the ability to sprint to say a few). I need to send the final prototype to the publisher, but I will upload the new version anyway on itchio.
The sprint was cut on the last day of the development, there were some issues with the gameplay and the level design, so in the gif you could see the run animation and in the game a green bar on top of the screen. Thank you for the whishes! :D
Thanks CoalFire for playing! Yes, there were some issues during the development (a change from an RPG to a shooter genre, that stripped away a lot of content). Next month I will update the game with new content, it will be the wip that will be send to the publisher.
Thanks Jay! Unfortunatelly the game was short but I intend to update the prototype with new content. The game had some issues that required my to remove the sprint button, but I will definitely fix that.
I need to investigate on that bug, it seems quite random. The web version lacks of optimization, the heavy parts are the dynamic lights which I fixed partially (the sudden "blink" at the end of the corridor because I loaded synchronously lights of the next area).
Actually I wanted the player to be able to drive a car at the beginning, inspiration was from Cyberpunk 2077 demo, I will try to add it in the next game update.
Thank you very much gutsmangbs for the feedback list!
I was thinking to have the camera more distant to the character when you are not aiming, and fix collisions with the enviroment. I wanted also to put a rifle in the second scene, but I had to discard it, I will put it in the next iteration of the prototype.I was worried about the level design, I could not make any playtesting with others, glad you did not have any issue with it.
It would be great having feedbacks from you on the next update! :D
I wanted to replace the laser with a cross-aim, I think most of the problem is caused by that, but now that you are mentioning it; the camera could be offsetted wrong. That would fix also situations on the short range.
Thank you for the feedback! 😀
I did not optimize the Web version as I would like, but I also wanted to avoid to download the game to play with it.
I tried to guide the player adding lights spot, probably not having a Run button is something bad if the player doesn't know where to go.
Also in not having a run button does not bring advantages between aim mode and not.
Adding a recoil would be nice, but an handicap that I would avoid at the beginning of a game.
In having a menu is definitely a go-to expecially for a prototype, is "Hellblade" from Ninja Theory a less enjoyable game because it does not have a menu?
Thank you Mika for the feedback! 😀
Hi Veugenea, thank you very! Currently this game is just a prototype, in case I will find a publisher interested I would consider your proposal! If you visit my Itchio profile, you can send me an email or add me on Facebook or Twitter.
Thank you! Yes, I could had add it, but I didn't have ready an animation for an attack in air, so I said "ok, I will do it later" but at the end I realised that I did not had enough time :p
The original introduction was cut for lack of time, it was supposed to showing the hero traveling towards different environments (on a boat, walking on the snow and during a storm). I wanted to include at least a bit of travel at the beginning, but at the current status it was went well. For the sprites I think I should had set the sprite resolution to 16x16 to solve resolution problems + some Z-fighting and dynamic lights issues. Thank you for the encoragements :)
Absolutely agree with you, I recognize the problems you are mentioning. I think making it an action game, where the controls has problems and the mechanics are too linear and basic, is something that does not work. In 16 hours available for the game, I thought that the atmospheren, art and music could "hide" in a sense these issues you are mentioning. Knowing that the prototype has potentials is something that I could consider when I need to decide which game I will continue to develop. Thank you for your feedback! :)
For the skeleton I should had used a poligon instead of a box collided to fix the wrong shadow contacts (as I did for the hero). The controls are not very responsive, it would be very time consuming (coding and tuning side) to get it right, for this prototype there was not much time, something that I will work on.
WebGL is easier to play on-the-fly have feedbacks, I never thought that anyone could be interested in other platforms. Depends on the number of request I could think about in making a build for Windows (no Linux and Mac at home sorry :( )
I Jalex01x, sorry for the late reply! I maybe found out the problems about the jump, something related to the momentum (when you release the jump button too soon, the character just falls too much quickly, instead of remaining in air by the momentum). In the next games I will implement the jump correctly, much like I did with a previous prototype, "Daemon".
I started playing the game expecting to find a simple shooter, instead I was surprised to find a bit of complexity regarding the gameplay, like different weapons, the ability to use an helicopter and some tactical approch to the action. I wanted to see some differentiation regarding the background instead of the flat color, and I am not fully convinced about the design decision to shoot beyond the screen edges, that can make projectiles hard to avoid. I can say that it was definitely an intersting and enjoyable shooter!
Thank you really much for taking the time to play Atomic Cathode and do a Let's Play.
This game is one of a series of prototypes I am creating every month, with the purpose of iterating different ideas really fast. A full-time job prevents me to work more on them than I would, forcing me to sacrifice things like polishing and a proper playtesting, and bad results can happen like the frustating boss you were mentioning and the unexpected crash at the end.
I can say for sure that I am still satisfied of the result, that you enjoyed the game and you still recommend it!