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Sekitan

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A member registered Mar 30, 2018 · View creator page →

Creator of

Recent community posts

Thank you for streaming the demo!  I'll only be submitting to DDs when I have a lot of new content to show off so you probably won't see the game again for a while but I hope you'll give it another spin when I do!

Thanks for playing the demo!  Both player and NPCs use capsule collisions so congrats on getting them to neatly stack on top of each other lol.  Also thanks for pointing out that resizing UI bug, I'll be sure to fix it for the next demo release.  Your other points are stuff I'm keeping track of and hopefully next time I get a demo out it will feel a lot more fleshed out!

Hey thanks for looking into it.  So the ship spawnpoints are on each intersection, when the alert level is high enough and there's less than 10~ish cops backup ships will randomly spawn at these points.  When the player holds "call escape ship" it will find the intersection closest to the player and spawn there (sometimes this leads to the ship spawning behind or around the corner from the player making it hard to notice).  There might be an issue if the cop backup ship and player escape ship spawn at the same spot, but they don't even have collisions right now so it's hard to think of an issue that might cause.

Also currently the player can "re-call" the escape ship as many times as they want and it will simply teleport to the nearest intersection.

Thanks again for taking the time to look into it!

Yea Windows blocking G*dot executables seems to be a common issue, it did that for me too but the only solutions online were "buy a $200 windows .exe sign permit".   Apparently if a bunch of people run the game Windows stops trying to block it but I dunno how that's supposed to work.

For the escape ship not working, did it only fail that one time?  If not was there anything specific about what you were doing when it didn't work?  I tried playing the demo a bunch of times with different gear/alert levels/alive NPCs but the ship always worked for me.  Eventually the player will have to interact with the ship's doors to get in which should solve the issue, but the fact there's apparently a common bug I can't reproduce on my end is spooking me.

Hey thanks for playing!  The civilians number at around 100 so after they all despawn the smaller amount of cops (30 at most) is a lot easier to handle.  I tried to keep it at a stable 120fps on my machine but its upper-spec so I shouldn't really be using it as a benchmark.  There's a bunch of NPC optimizations I'll be doing to keep the city levels smooth.

For the escape ship it should automatically exit the level when you approach it.  But you were able to touch and jump on top of it without it doing anything?  That's no good.  It works fine when I run the game, are you able to reproduce that issue?

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Hey sorry if it wasn't clear enough.  There's 2 primary weapons you can unlock.  If you click on the middle of the "no primary" sign you can click to the right to focus a purchasable item, click its box to buy it and click again to equip it.


Addressing your other points:

- Melee combat is planned but what form it'll take hasn't been worked out yet.

- Strafing is OP right now because the AI doesn't have any tracking or spacing logic to their attacks, redoing their AI is next on the list after fixing any bugs people find in the demo.

Hey you got the idea of the game exactly!

Was Spacebar to jump not working for you?

Escape key -> Quit button didn't work?  I just tried it in multiple scenes and it worked on my side.

I enjoyed the demo, especially the missile defense one since it was challenging enough to force me to experiment with tactics/loadout (I ended up going with Flamer/Laser).

I had a weird mouse issue where the slower I moved my mouse the higher the sensitivity was.  If I slowly moved my mouse around my sensitivity was really high, but if I swung my mouse really quick across the same distance my aim would barely move.

Very cute and polished art/effects/music.  The movement feels good too.  A couple of notes:

Walking onto a jump pad gives you much better height than jumping on it.

Sliding down slopes has too much friction, even at a decent incline I would come to a halt mid-slide.

Jump-slide allowed me to cheese my way up slopes very easily, don't know if that was intentional or not.

Wall jump detection seemed kinda spotty.  I was able to wall jump when I needed to but I never got a "feeling" for how or when it was supposed to happen.  Generally if I rubbed my face against the wall during the peak of my double jump it happened.  It was less "I'll jump here and then wall jump off this wall and then..." but more "I need to get to that platform so I'll double jump against this wall and just assume my character will cling to it at some point".

It's very easy to cheese my way up the walls like the ones in the second screenshot by chaining jump-jump-walljump-slide.  I don't know how intentional this is.

General level design thoughts:  I'm assuming the demo level was just the test room but the floating platforms leading up to the top of the tower (first screenshot) was pretty Kaizo compared with the rest of the level.  It being a big optional difficulty challenge is fine, but if you mess up and fall down getting back to the platforms was really annoying.  The path back was too boring and time consuming compared with the actually interesting platforming challenge at the end.  It sunk my motivation for giving it another shot.

Again I really like the art and sound, and it felt good to jump around in!  I can't wait to play it again in a more fleshed out level!

I really liked the demo, here are a few things that would help enbetter the experience:

1.  Since time is frozen when examining items the text should be displayed immediately.

2.  There should be some indication of what was picked up for repeat pickups (i.e. 2nd medkit or 1000th handgun bullet)

3.  There's some sliding when the player stops.  I would recommend zeroing the player's velocity when they enter their idle animation.

4.  Gibs from an exploding locker (for example) can look like pickable items when highlighted with the flashlight + explosion light.  Consider effecting how much they can be lit up or desaturating them somehow.

5.  Give the currently targeted pickable item a different/stronger highlight than the other pickable items.  If there are two identical items on the floor right next to each other ideally the player would know which one they're being prompted to pick up.

6.  Targeting items for pickup is a little janky.  It seems to be based on player position more than where the reticle is pointing at.  This can make picking items by aiming at them or picking items up on high shelves difficult.

7.  The roll is a little janky since you can freely slide around on the ground regardless of the direction the roll animation is going for.  Consider a more strictly determined way of handling the roll animation's movement (like root animating it).

8.  Bullet collisions can be janky.  If the player positions themselves so that they're aiming at nothing while rubbing their right side up against a vending machine, the vending machine will take the bullet even though its behind the gun.

9.  Enemy attack collisions are janky.  Every time I was hit I didn't actually see the enemy's weapon make contact with my character.

Finally 10.  The player character hangs to the left of the camera perhaps a little too strongly, centering him a bit might be nice.


This might be a lot but I only went through the trouble of posting it because I really REALLY enjoyed the demo and can't wait to see what the game looks like with further development!  Best of luck!