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RixerDev

19
Posts
3
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A member registered 81 days ago

Recent community posts

Thanks man, i've cut down the wordiness in a lot of the tutorials (That targeting tutorial was ridiculously long and nobody was reading it, it's shortened and separated). A global UI scale option is on my todo list, should be helpful. The cockpit itself is 3d so it's a bit tougher, but you can move your pilot's head position closer and adjust the field of view to make it very large i suppose. So many settings does make it more difficult to find them when wanted, stuff but at least it's there for those who need it.

Glad it feels so polished already!

Thanks for giving it a try! I'm considering copying what i've seen in some games where they give you a questionnaire on first launch. Something that can adjust camera settings and initial controls based on the person's experience level with flight games and 6dof.

Minimizing the camera sway settings is one thing, but there's also alternate mouse control modes under input options (fps-like and one-to-one). If you happen to try it again it would be helpful if you could try those out! I'd really like to narrow down which setting is the key for solving newcomer dizziness so i can cluster those settings into one startup option.

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pretty good demo, some feedback:
Some of the traps with exploding bugs around corners guarding health pickups are kinda rough to deal with. Specifically it feels like there's no fair way for me to deal with that situation other than die, reload and know which corners they're hiding around. If you were doing procgen levels it would solve that aspect, but it'd still feel quite unfair. Not sure, maybe you can melee them or something to prevent them detonating, i didn't try it.

 In the boss room before the end, when i killed the boss an explosive enemy spawned next to me in the bottom left side room with the health. almost died to that, it was kinda weird. Oh and the boss refuses to chase into the side rooms so you can kill it from there which i did for the last third of it's hp.

maybe i'm bad but i can't consistently get the melee without damage timing down even on the most basic enemies. Might be some tweaking worth doing there. melee in general feels too weak, weak is ok but maybe make it more of a skill check.

pretty good rough start. Not sure how far the concept can be taken but the off level gravity stuff is real fun and has a lot of potential for complicated levels i think.

Some small notes:

the game opens on not my primary monitor on a multi monitor setup

need some "i'm taking damage" feedback pretty badly. the enemies don't feel like they do enough damage either, they walk up to me then kinda just stand there. I'd also slow them down slightly, so it's more punishing when they catch up but they don't catch up so easily.

the projectile is very bright in the center of the screen on the first frame, flashbanging me and making it obvious the projectile isn't coming out of the gun but the camera. I suggest making a particle effect that comes out of the guns and fading in the bullet particle further away from the screen and trying to make the two effects look continuous.

The guns feel way too big on screen, but at the same time so few games do this that it's kind of a unique stylistic element. maybe you can get away with it, with a few more tweaks. 

i get a really bad frame drop or hitch of some kind if im standing where the holy bomb goes off.

Without rebinding it's tough to have fun playing something like this, specifically because i have a lot of experience in space games. I'm a bit to used to the other school of thought of MKB flight controls where yaw is mouse left/right and roll is q/e. It's probably easier for someone without tons of muscle memory on this. Regardless i got through the demo with a few deaths, it's a hell of a smooth demo.

I have some minor nitpicks, like the screen space reflections on the polished pillars pick up the plane(especially it's engines) in very strange ways sometimes and it might look better with those off. Also the "tell" for where the boss is going to use the yellow laser is the least obvious when viewed head on -  which is exactly where it's important to be able to see it! Anyways good devvin.

I've been really looking forward to this demo after seeing the progress posts. The look and feel of the game is already peak.

cows keep using this bed, but a human has never used it



I managed to get it to crash though i'm not sure how.

Sometimes when i build walls they vanish once fully constructed. They cannot be replaced or deconstructed past that point. characters can path through spaces left by this. I also had a character get stuck in a corner and starve, and another pick up logs and get stuck in a field after felling a tree. Possibly trying to path to the same spot.  Only manually ordering them to move solved it.
Also hunting my own characters for their meat appears to not be implemented, the hunter just feigns boxing their friend.

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Hey i gave it a go, i have a bunch of feedback notes:
When you fire a weapon there's some cockpit shake but i think the vibration on it is too high frequency and maybe needs a cubic fade out if it's not already doing that. i think it's the same effect as the "take small damage" effect and i'd say the same for that one though maybeup the shake amplitude. When i get hit by a rocket i think the cockpit is playing a "jumped" animation without playing the shaken effect which feels very weird. It could also use some "i am inside a machine getting destroyed" audio for getting hit. Some metal getting scrunched or something, maybe red flashing. The character and their reactions are probably my favorite part of the demo, but they're hard to notice while getting swarmed.

The sprint/boost game mechanic i kept having a bad feeling about, tried to figure out exactly what's going wrong. I think the issue is controls inconsistency. If im holding forward and right diagonally and shift, then only hold forward, the boost movement sound effect is playing but i'm still going slow, i suppose it did a sudden dash movement then gave up. I'm not sure why i'd ever want to use the short dashes, they don't go very far. i can just hold w, shift, never let go of shift, and i get the best mobility in every direction. if i'm holding shift then a direction it skips doing the dash but letting go of movement keys to not dash feels a bit awkward.

Radar feels very short range considering the scale of some of the levels, id suggest using a log distance scale radar or something. it wasn't obvious that the health gauge and time guage were different parts of the ui at first. sometimes the weapon cycle shows the wrong weapon as next. the railgun and laser don't seem to shoot straight at long ranges, some kind of convergence issue maybe.

All that said i think the part of the game that stands to benefit the most from some work is the shaders and lighting, not sure how easy that is in godot. I had some fun zooming around in arcade once i figured how how to play and that i need to keep shift held down all the time.

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This is really fun. The version i played puts you right into the egg mission which seemed a bit fast to get thrown in, saw an open world thing and tutorial on stream the other day which didn't seem to be in this build which probably addresses that issue already. Might have been a bug or something, after beating the egg mission i got put into another egg mission on the same map and stopped there.

Some feedback: sliding along terrain in the area with the eggs is a little bit inconsistent, sometimes you can slide along it, sometimes you can't, feels a bit jank.

splash radius on the cannon feels a bit inconsistent, but the sniper + cannon + penta loadout i ended up with was a blast to cycle through while killing. I played with wind and the mobility plus crowd control abilities felt very useful and good. The weapon you start with and abilities are very weak compared to the hp of the very first enemies i saw in the egg mission but the damage seems to catch up fast, i had no dps problems after a bit of loot and upgrades.

I got a different spinning 5-pattern weapon which i didn't remember the name for, and it kept shooting out and seemingly getting caught on invisible colliders or something as i flew around. I think my back might have been up against the map edge, and shooting forward away from the map edge the 5 projectile still got caught on it.

it would be nice if the damage numbers against the same enemy combined on nearby hits, the number popups when using the penta projectiles are unreadable when they hit all at the same time.

I like the demo, this is something i think i'd actually buy eventually with more content. I can see this being popular with a pretty wide audience if the rough edges get cleaned up. I thought there was only the egg mission though now reading the other comments there's probably more but i got unlucky.

The SteamVR opening thing should be fixed as of the new version i just uploaded. The tutorial order was bugged and now seems fixed, and i cut a bunch of extra text people weren't reading from a lot of the tutorials as well. Hopefully that improves the demo a bit!

Heya, gave this a go.

If you are holding a diagonal direction against a wall i think you should slide along it rather than get stuck there. This in particular makes the game's movement feel buggy because modern games generally don't ever get stuck like this these days.

Enemy projectiles feel too fast to reliably dodge and they shoot the moment you're allowed to move on a new screen, this feels very bad. They also surround you then prevent you from moving. It was interesting after i noticed spacebar allowed me to escape these situations but that ability also feels a bit overpowered, not really sure.

Enemies can sometimes shoot through walls, in one example they were stuck in their own spawn rooms in the middle of the map while shooting at me through a barrier and i couldn't see them. They often got stuck in there sometimes and i was going around checking the spawn bays for enemies to try to finish the level.

I feel like the game is too generous with health because the enemy difficulty is too high. I'm facetanking and not getting punished for it, but i don't have much of a choice.

I want to hold down mouse 1 and keep shooting but i need to click again for every projectile, this will cause RSI and is just generally uncomfortable.

Overall the dominant feeling of the game right now is "I am getting stuck on everything" including map borders, geometry mid map, and even enemies.

I would think that's the VR support triggering it. Normally in steam we use -nohmd as a default launch option unless people select VR, but in the demo it's just running the .exe directly. I don't have my VR installed on this pc right now so i didn't notice that it was launching steamvr on the demo. You can launch  the .exe with -nohmd and it will not start steamvr, i will figure out how to fix this for a next version.

Ah alright, I just uploaded a new v2 build with some tutorial fixes and there should be no more discord opening bullshit. I regret integrating that.

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That's extremely weird. it's probably because i tried to add discord rich presence bullshit though it wasn't supposed to be for the demo. If it's force opening discord though i'm just going to remove it, it's supposed to be "if you already have discord open" not "open discord". Thanks for the find. I can't get it to crash though, can you send the crashdump?

Edit: I uploaded a new build where this should be fixed

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After thinking about it for a bit, i think the type of lure needed is some kind of immediate short term loop. For example, if the guy at the docks has a starter sword in his inventory but he'll only give it to you if you trade him some of the nearby crab meat or something. I wouldn't suggest trying to hook via story or something for a kenshi-like, rather you need to get a small gameplay loop spinning fast to get people invested for the world to matter on the bigger loops. Anyways just a suggestion.

I stood in the incinerator and burned to death. This game is quality.

I think it needs a hook of some kind and a bit more direction and a bit more of a lure but this foundation is solid.

Really needs the mouse locked inside the window, can't really play with the mouse going outside of it in combat and losing the game's focus. I suppose i should probably be using a controller or something.

Heya, when i launched the game it locked itself to the aspect ratio of my vertical side monitor. Windowed did not allow resizing Game got kind of stuck with giant borders on every edge and i'm seeing past the viewport limits in the menu. I managed to fix it by going into into windowed then pressing alt-enter from there.

In level one if you go to the bottom right  go along the underpass the camera clips into the level geometry really bad. I managed to find the camera rotation on E which helped.

I found an exploit where if you slowly move away from one of the bouncer enemies, the bouncer sometimes collides into you but you do not collide into it, leading to it getting bounced back but you not getting pushed at all.

For some reason on level 2 when i was trying to use the moving platform to get onto the ledge, when the pusher enemy came to bounce me it blew up without falling off the ledge, i'm guessing some kind of odd interaction with the moving platform.

I'm pretty bad at games like this, but it was fun.


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Keeps getting more fun. Office level is a nice addition.

Not sure how much of this you already know about, but i'll just list a bunch of random bugs i found in case it's helpful. The grabby arm glitches out quite easily and gets stuck fully extended.  On the office level, i can see the door handles through walls, across the map. The level of detail transition on this level looks bad and is very noticeable on the office walls. Some of the the cubicle folder shelves don't fall even when you break the objects supporting them, but seemingly only happens if you break the supporting parts by exploding a nearby bot. The player bot dies if you fall out of a tall window, but throwing enemy bots out they seem to survive it undamaged and you don't get destruction credit. I managed to get onto the floor below, but it didn't let me stand up there, i'm guessing the floor there is invalid somehow.

Some suggestions: I jumped into a rotating ceiling fan after messing up my bat swing and was disappointed i didn't take damage from it. The middle mouse button flop bind might work better as a "hold to flop" button that resets on releasing it, not sure but that was my first thought trying it. I badly want to turn off the motion blur and chromatic aberration. I wish the spin on X had more of a feeling of momentum, like maybe you press X and it starts accelerating and spinning faster over time, instead of going right to the top spin speed and stopping. Maybe impart a damage bonus in proportion with the spin speed.

There may be a good design reason not to, but i did have a thought that different swing damage kind of like how mount and blade works might be nice, i may be wrong but it feels like more momentum in the swing imparts more force but not more "damage" in general.

Keep up the devvin, it's good.

Thanks man!

For what it's worth sound wise, the intro mission gives you an ion peashooter, the worst weapon in the game. It's designed to sound weak and akin to a wet noodle, it is also a powerful disrespect to peashooter someone to death in mp with such a weapon. I guess the problem is, everything in the intro is using peashooters... I'll figure something out.

The sea sickness may be solvable with some of the options, we have a wide 110 default field of view as well as some minute camera sway on by default. Specifically you'll want to adjust the FoV to taste, and then zero the following: Cockpit sway strength, look ahead strength, roll ahead strength. That may resolve it for you, but everyone is different.