haha thank you for playing
Shotgun Anaconda
Creator of
Recent community posts
thoughts:
- add fps limiter, fans go crazy because its running a million frames a second
- does the mix reset when right click? not sure if i prefer that
- I picked up a scroll that said mix two things but not sure waht it was, maybe i missed it in the almanac
- the upgrades from booba lady was a lot of number changing, wish they had more gameplay impact (like the dash)
- as bit too easy i think? Maybe i didnt play far enough but constant chest and barrel healing always kept me topped up
- Mixing alchemy is cool but nothing really pushed me to use it
- Kind of cool doing a mix that lowers their defence then switching to their weakness. but its annoying having to manually remember and do the mixes each time. creates this weird downtime right clicking or even worse opening the almanac. What i learned from deadwire is that you want to highlight and enable these things as short as possible in these type of games. Perhaps show the recipes in the right click menu.
Good luck
I got filtered by rocket jump, no idea how you want it to work, It's not taking me anywhere.
I would recommend making wall jumping more bouncy even if you have the wallkick, it feels too weak to feel like its doing something, its almost as if i missed the jump.
Up to you but picking up weapons feels like a speedbump if you want me to go fast, it would be interesting if you just gave me one weapon for a level and design around its gimmick instead. Maybe an upgrade midlevel that automatically picks up.
Basically i would the values of the movement. I also feel like you have fallen into the trap of you yourself knowing each timing and nuance of the movement so it might feel easy and intuative but for me, many things felt very finicky, you need buffers for your jumps and aiming especially (i.e. if i got a rocket and jump onto a wallgrab still let me shoot into the wall for 10 ticks)
I like movement platformers though :)
Thank you for feedback and trying the prototype :)
All good feedback I'll bring with me. Idea is to basically find loot as in weapons (red gems), elemental ammo and runes (modify shots, ie splitshots. I think they are yellow gems) and mix them up for some fun shooting. Might have been too early to share. Appreciate it!
I like it a lot, dont have much feedback tbh. The button is a bit finicky sometimes to turn and i wish i had more room to get even crazier loadouts but maybe you're planning that later on. I also felt that after wave 5 or 6 i was pretty set in what i had and didnt change much or even upgrade. I dont feel the oumf of new things. Maybe go even crazier with upgrades, make things split, chain, explode bigger etc more often (this might be possible and I didnt do it).
yeah all fair, the points and rolls is all based on cee-lo rules. i tried to avoid the "standard" balato way of reaching certain numbers and wanted it to be gambling, threw in the skills for spice but they are underbaked for sure.
everything ux is super underbaked, didnt want to spend time on that until i decided if i should do this game or not.
Great job! some loose thoughts on the action
- the zoom in is very jaring, sometimes it zooms in on an enemy i killed offscreen and i have closer enemies around me. you should hard code to pick that it should only happen on screen.
- also maybe tween camera to it instead of jumping to it
- i could do without the zooming on the player
- i had to go all the way back to the beginning to find a loose enemy, maybe have an indicator when theres one left
- enemies shooting offscreeen feels unfair
- bullets wish had more contrast in the outline to quicker read them, wouldnt hurt slowing them down too
- also if i have an empty gun, would be nice if it auto changed if i ran over another gun or atleaast threw it away. theree doesnt seem to be any benefit to keeping it in the hands
- hitting corpses is fun but maybe limit to only 1-2 times to avoid them shooting everywhere when you are trying to dodge bullets
- i cant tell where i can go sometimes, like the pillars after the subway level
great level effects and general juicy, fun enemies too, readability was the issue for me.
fun game! great job, some loose thoughts while playing
- look inversion is both set to horizontal, default horizontal feels weird? might just be me
- it keeps checking for gamepad support even though im not using it but its plugged in. flipflops between buttons but more annoying centers the mouse in menus. make it only switch when button is pressed is my recommendation
- camera goes crazy in corners of building
- im not sure i like that both q and e switches when i change skills. is this supposed to be "stances"? that alters your style? if yes, it doesnt feel heavy enough of an investment, i just kept switching randomly with no punishment and kept spamming iai stance since i couldnt remember what the other things do
- windows for parries feel very strict, felt a bit inconsistent
- movement also feels a bit stiff mid fight, not sure if this is beacuse of animation lock or something else but it didnt feel 360 smooth enough (on keyboard)
great job, looks great!
Loose thoughts since i understand its early
- shooting needs more juice, i dont really feel it. animation is good but screenshake, tweening the camera back or zooming would do wonders.
- can be tricky to know if im aiming at the enemy unless im right next to it. Some sort of dot, marker or laser sight would be good
- for some reason my cpu spikes when playing, no idea why
fun! cute music and nice level layout
random feedback:
- i wish hit box wasnt pixel perfect on the sprite, give 1-2 pixels of buffer to avoid frustration
- above becomes relevant because the inertia drop off is so quick + no precise control of the thrust, creates frustration in tight squeezes
- thrust should carry my sideway momentum a bit, its jarring to drop down so quickly right after.
- bug: i have to zoom 200% in chrome to see the play frame
- bug: if i restart on first checkpoint it doesnt set time to zero
- nice panties
- great movement, fellow titanfall enjoyer?
- dont like the sfx, but they are wip i assume
- fun loop with shooting, stabbing and overwriting them
- wallrun might go down too fast, got stuck in the wallrun test. good level design trick would be to quickly let the player get back there, by having a path under it. its ok that you need to walk back but its basically the start of the level
- had no idea where to go on the tutorial map atter shooting the enemies so i went into horde mode and that was fun
solid mechanics, you need to flesh out the rest of the game
- sn-... snake?
- good movement, surprised me a bit
- wish i could interact with robot
- i peeped into the break room but then couldnt get the menu up to unlock the doors. when i did, whatever i selected said it was locked
- i ran and a guard ran up to me, but im guessing there is no attack AI because he just stood there. i could never leave hotzone after that
- not all vents on level 2 very exitable3
- i had no idea what to do in the school, ran around for 10-15 min. im going to assume there is no goal currently
You have many mechanics that work well, good job :) look forward to trying the next one
random thoughts:
- resolution is weird, font is all blurry
- I turn off fullscreen, it doesnt create a window, its just a black bar with the game in a corner.
- effect from fulljump feels like falldamage but there is none?
- grenades dont have a trajectory even tho i aim up
- selecting items doesnt really work, or very unclear whats selected and used. I much later saw the icons in the hud
- there isnt really a challenge, i blast them with rocket launcher and minigun and win. Make enemies more alert and responsive. like the last arena enemy
- wish i could shoot enemy rockets
- i was railgunning the sniper and nothing happened, zero dmg. switched to minigun to mow him down as usual
- speaking of sniper, you need to fix his laser. he aims somewhere else but you still get damaged. make it follow you and then stop the last 0.5 sec
- ending levels should probably be conditional (e.g. killing all enemies
- arena was fun but did you raise the speed suddenly or is it because the level was smaller?
- good heavy movement, feels nice chonking around.
- very fun to speedrun
- low res textures are cool but needs a bit more smoothing out
Good job!
- -cute main screen
- -i want to hover over the balls to see skills
- -turn the faces towards the cam while they wait
- -too many abilities at once, a bit overwhelming
- -I like that you activate the skill but also kind of hard/weird to time it when they have stopped moving.
- -i like that i can bounce out my hero to get it into the party again, nice little hack
- -AoE of certain attacks is unclear such as the fists and sword swings
- -If i bounce towards spikes more than once, i only take damage once?
- -Between round powerups would be a fun solution and would also ease in the player instead of overwhelming with all characters. perhaps the heroes can level up and you select an upgrade.
- -Maybe heroes should stay dead between rounds?
- -Final comment: It's lacking some sort of mechanic that makes it possible to lose or create urgency. Either a timer, set of rounds or heroes staying dead between rounds. But thats if you want to go down the "roguelite" route or if you want to keep the "puzzle" route with set amount of levels but then i think you need more level gimmicks such as traps but probably a set amount of turns so you got think about what you do and really use the skills because right now you can just spam your party into one enemy until they die. I would unironically look at games like candy crush in that case for inspo and design solutions.
- -It looks great, animations are very cute, plays great, and mechnics are solid. but you know all of this already :)
this would be a great mobile game too (this is a positive thing).
GG! Keep deving.
PLEASE PLAY ACT 2 LEVELS AND FEEDBACK ON THOSE
Many are greybox levels but if you're a returning player focus on them.
Controls:
- wasd - move
- Left Click - shoot
- Right click - enter hack mode, left click to wire things
- E- interact, pick up weapons etc
note: Currently cant backout of menus so if you press options or exit in the main menu you will be softlocked and have to restart the game.
Thank you for the detailed feedback!
Lots to go through. The blackscreen crashes are sadly because of a late addition of fmod which will be removed.
The clicking/selection has to be improved you're right. i'm looking into if its possible to enlarge the hitboxes or something.
I didnt understand what you meant with the QOL thing with firerate, can you tell me more?
Any other ideas for AI that you would like to see?
Also the time thing, do you mean that it doesnt slowdown when in hackmode?










