Thank you for the feedback. I dropped a patch for the game just now that lets you change the aiming sensitivity, this would help a lot in making the Blast attack easier to use. Hope you'll check it out!
Salvale
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Cool experience. I understand what you're going for and this is a good start. There are multiple things you could lean into going forwards and some directions would probably work better than others. To start, the game is at its most interesting when you're up against a situation where the tools you have aren't quite perfect for the situation, but get you most of the way there, making you have to improvise to get along. The Laser Cutter, in spite of being maybe too strong overall, is a good example of this, because large hoards make every misclick with it count, and it's a lot harder to kite around the nearly-defenseless legless enemies when they're in big groups. The delimb system is a pretty great one because it adds nuance to just straight-up killing fellas. There are now multiple axes you have to think across in order to assess a situation correctly. The fact that the enemies are bottomless adds to this a bit as well, but there's room for improvement here. The dilemma of whether to stick around and kill guys or barrel on to the next room might be more clearly brought to the player's attention if there was a timer as well as better advantages to killing enemies. Another big thing is that the game would be substantially more interesting if there were better synergies between weapons, and it was smoother & easier to swap between them constantly. This is hard to do when the dilemma is whether to use a normal ass shotgun or a normal ass AR, but some of the more off-the-wall gun ideas can fill in the gap here. I think one thing to consider is giving weapons more nuanced utility rather than "kills fast & costs more ammo vs kills slow & costs less ammo." This is where the laser cutter stands out again. More possible enemy states, (maybe unarmed enemies can pick up weapons from their fallen comrades? Maybe certain weapons will stun opponents for long enough to slip by as per Doom Eternal?) and less overlap in weapon properties would go a long way to making this the best it could be
Cute player character. Not much to comment on since it's clearly in very very early dev but there are a lot of directions you could take this. It feels like there's a bit of acceleration to the player movement, not much, but if it was a little heavier (like in the first mario) you could do some interesting things between that and the analog jump. I would recommend finding a tileset that doesn't have holes in it as well lol
I can always definitely appreciate a shot at unconventional control schemes. In this case you have a couple of things going on, the mouse-based movement, the weird spinny aiming, and the healing. The healing is the easiest to describe the problem with- heal orbs sometimes spawn in walls, and there's no indication as to if they're gonna disappear. Easy things to fix- I don't mind the concept behind it at all. The movement and aiming are trickier cause they're more of the meat of the game. The movement I think is the easier thing to stomach. It seems like what you want is a degree of analog control that WASD keys can't offer, which could be something. There's a bit of an annoyance in that you got to swipe the mouse all the way over to the other side of the screen if you want to change directions. In all I don't know if the tradeoff is worth it. Something where the mouse imitates an analog stick seems more like what you want, where the mouse is locked to a small radius and/or snaps back to the center when you change direction. My submission, Devileater, has something like this if you want some inspo. Now, I get what you were going for with the aiming, but I don't think it creates an interesting scenario-I don't know what the actual use of the charge shot is in the flow of gameplay, it seems just like you charge up when there's nothing else to do. I'm not averse to complex situations but it's simply the case that it is orders of magnitude easier to run through the levels rather than methodically take the enemies out. I don't have a suggestion as to what to do with the aiming since I think it would be easier to make the weird movement work. Anyways, hope this helps.
