Sorry I was not very clear lol. I make playtest videos and I couldn't get OBS to hook in to the game in order to record myself playing so I didn't play or make a video. What engine are you using?
PerfectHumanInterface
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Sorry the video went on for so long, but I hope you can watch it. 😅 I really enjoyed it, although there's still a lot of room for polish.
There's still some functional details I don't understand about the "hope" mechanic but I am a big fan of it conceptually and thematically. I think that's a winner.
I found it interesting the core "action" gameplay seemed less developed than everything else in the game. Kinda backwards from what I would expect. But I'm impressed with how much you've fleshed out everything else surrounding that.
The game feels more hefty and forgiving, rather than brief and brutal which most roguelites tend towards. Personally, I like that. No doubt it gets harder eventually, but I've always been more interested in more of a continuous progression in games like these rather than the constant start-from-nothing of many games.
(That said, if the hope mechanic does indeed eventually end your run, and I sit and play for 4 hours, get halfway through the game, and then lose and have to start over from the beginning, I will feel very differently!)
Of course there's a ton of feedback in the video. As a designer I'm really interested in this now. Let me know if you want to talk about things more!
In addition to the video just thought I'd mention I thought it might be helpful for navigation to have a Super Metroid-style minimap (not full map, minimap) always present on screen. Since the level design is quite chaotic and even rotating the whole world periodically I hardly have a sense of where I am or where I'm going, which is a bit troublesome for a metroidvania, so maybe that helps a bit?
Regarding the jumping delay, I did notice a delay but I'm sure it was just normal input latency due to vsync. I'm used to playing games with vsync disabled to reduce latency as much as possible. It became noticeable because you have a timing based mechanic.
I never actually knew there was a tutorial going on except for the text I had read at the start lol.
I gathered from comments and such that there's a lot more to the mechanics than I was able to uncover in my blind session. It looks pretty interesting. Hope I can try out a more polished version in the future.
I like the concept. Keep it up!
> Changing the camera manually does indeed lag your directional orientation (I did this so you can't cheese your turn friction because it will be tied to a stat
This really shouldn't be necessary. I'm not a programmer so bear with me, but changing the camera angle should only affect the input, not directly affect the physics, so it should have no effect on your movement that you wouldn't get from simply moving the stick a different angle. You just want your inputs to be relative to the camera position.
I would think you would want the minimap to be omnipresent given how important it is (to most of these games). It's been a while since I've played this type of game but I think that's usually the case?
It's intuitive for me to do something like select some units, then click and drag on the minimap to position the camera and then click where I want to go in the main view. Of course, the 45 degree offset you have makes this somewhat awkward.