I saw you released a game in my feed, figured i'd check it out, and the game page is empty :O
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Thanks for the fantastic feedback. It's funny for the first point because I usually rack my brain during all my projects that involve player based movement whether to use weightier movements or quick and snappy. I really need to find some testers while prototyping to let me know what feels better! lol And for the ambush sequence, that was suppose to play out a lot differently, I overlooked an FPS issue and the enemies took about 3-4 times longer to kill than what they were suppose to. So when you got ambushed it would be like a quick mow down sequence, but they turned into bullet sponges xD
With unreal, I noticed that models tend to be unoptimized as well. If you have a model that has 100K tris when it only needs 100, you'll take a massive performance hit. So model optimizations, LODS, static batching collision, baking lighting, reducing number of Realtime light bounces, ect.. all really play a roll.
Thanks for playing through the game and struggling through the spongy enemies. Thanks to an oversight on my end with the FPS in editor versus the web build it really threw off the balance of the enemy health. It takes about 3 times longer than it should to defeat the bugs. I appreciate hearing about how your experience went. It's always interesting hearing/seeing how people play through your game.
That's interesting to hear about white stripes flashing. That's the first time anyone's mentioned it. I honestly wouldn't know what would cause it either. Thanks for trying it out and hopefully the flashing of those lines didn't strain your eyes!
Thanks Dr! I like the suggestion of adding an additional enemy death sfx. That could have helped with additional player feedback. Didn't even consider it at the time of working on the enemies.
Thanks for the structured feedback! The bug health is a known issue due to an FPS oversight on my end, but as for the seeing the spiders, was it still hard to see them when aimed at the spiders? The intent was when they were out of player's line of sight they would be in the shadows. I like trying to make the games accessible, and even tried to ensure that the contrast of the enemies still slightly popped out from the back ground. So I would be curious to find out more as why it was hard to see them. Maybe I could add a colorblindness type filter option in future games.
Thank you! It's funny you mention the weapon color change because I added that last minute , I was originally only going to utilize the light. I appreciate the comment about the atmosphere. That's where I spent most my time so I'm glad to see it pay off.
Thanks for playing SoulWolfx! It's a shame the game couldn't be played as intended. Each moment was designed to be suspenseful enough that you thought you might get hit but you would easily have enough time to kill the bugs, however once the webgl build was made, that all got thrown out the window. As for the ambush part where they come in from both sides, there's a secret tunnel on the right to help escape! But it's only noticeable if you see the blood pattern on the ground quick enough. This was definitely intentionally cheeky on my part lol I appreciate the feedback though, it helps me understand that maybe my hints and intentional guidance to secret areas wasn't clear enough. Maybe I should put that in the description for people to know to look out for that stuff. Since that's how the player is given more life .
Thank you for the compliment. I appreciate that. The art and atmosphere direction was what took majority of my time and I was happy with how it turned out. I can't wait to try your game. From the thumbnail, looks spooky!
I really like that idea! I had a few more mechanics planned out, but only had 10 hours to work on this project so had to trim down an incredible amount lol Your game looks pretty interesting. Looking forward to giving it a go!
Thank you! The art took most of my time up. Art isn't my strong suit when it comes to game dev but I enjoyed focusing on that to try to give it a better atmosphere/polished feel. Looking forward to playing your game on stream!
Thank you! I didn't cap the frame rate when I was play testing in the editor, so once I exported the build, the slower frame rate killed the balance of enemy health points. Bummer but oh well. Only had 10 hours to work with on this project. Still had fun making it and playing other's so far. Looking forward to playing yours as well. I will be playing through everyone's entry on stream, so keep an eye out for it!
This was a very short but interesting game. Th particle effects when hitting the wall was great. I wasn't quite sure if I was doing the right thing since it felt like I was going on for awhile before hitting the bottom. And it seems like there is only one ending, but I could be wrong. The look of the game was great, the gameplay though was a little rough. Movement felt a little frantic/slippery. The diver just zoomed across the screen with little control. My own personal feeling is that it would have felt more thoughtful and tense with a little tighter control scheme and slightly shorter map. That way you go a little slower, isn't as silly, and with a shorter map the time to get to the bottom wouldn't be altered much. That could help build the suspense and help deliver a mightier punch at the end. Overall, fun project man!