Absolutely agree on your points! Better hit feedback would have been huge for sure; and it is also unfortunately the case that the boss bugged out for this specific export, normally the boss would attack much much more, meaning you'd kill it way faster since it's own projectiles do a ton of damage to it too. Either way, thanks for playing, I appreciate your feedback!
spookystevee
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Thanks for giving it another try! I appreciate your feedback; I actually looked into it a bit and I believe some of the issues caused on Firefox might have been due to me enabling SharedArrayBuffer (as the internet told me to do with Godot games...) but it doesn't seem like it was actually necessary and was actually breaking some stuff. 100% it works much better on Chromium browsers but hopefully for any future players it should at least behave on others now!
Yeah, I struggled with ways to make hit detection feel good, I had pretty loud hit sounds, but they got really annoying on fast shooting weapons; though now that I think about it, just flashing the enemy white or something briefly would have been enough!
The shotgun is actually super powerful, but you have to get really close, each pellet does a decent amount of damage (a little under half of each revolver round, I think?) but it shoots a lot of pellets and has quite a bit of spread. In my testing, I would find myself ONLY using the shotgun because it was so powerful and it launched you, so there'd be no reason to switch haha. There is also some critical hit spots on enemies such as the little guys' eyeball and the skeleton's head (though there's no way to know that because of a lack of tutorial....).
Completely understandable points, and I appreciate you playing and giving feedback! Very useful info to know for my next game!
Thanks for playing! I'm also a huge fan of boomer shooters, if you couldn't tell! I definitely might expand on this idea sometime in the future, but I'd definitely re-work a lot of the systems from the ground-up first. I had a lot of ideas floating around, but simply not enough time in the week, sadly.
Hey, thanks for playing! Both ammo and health drops drop from enemies on a random chance, but there are usually quite a few scattered around the level that are guaranteed to spawn. I'm also not too sure what happened with your mouse controls, but I do know that Firefox behaves really weirdly with web games (in my experience at least, I've had other games in this jam give me issues on Firefox), so maybe try using Chrome, if you're not already!
I do agree though that a tutorial would have been great; I had already pulled 2 all nighters on the last days of the jam and all I had time for was putting in the boss fight, but I definitely do wish I had put at least something in! Definitely a learning experience for me, thank you for the feedback!
Yeahhh, I went into a little more detail in another reply, but the boss fight in this version I exported is for some reason broken cause of Godot randomly deleting animation data. Normally there would be basically no real delay between the boss attacking. There also is some sound effects for the boss shooting projectiles but it's probably waaayy too quiet or not obvious enough, definitely on me!
Also, you might've gotten unlucky with an enemy wave spawning right as you killed it, as it'll wait for all enemies to be cleared before opening the exit door. Hindsight I probably would have made it so that if you kill the boss within a time period of a wave spawning, it'd just clear them out for you, or at least cancel the current wave from spawning further. Very good points though, thanks for playing and for the feedback!
There actually is a sound! It's honestly just really quiet though. But yeah, the boss projectile spawning was a bit bugged, unfortunately. Whenever I'd re-export the model for it from Blender, it'd wipe my animation data in Godot, and that was where the projectile spawning logic was being called from. If I had more time I deeeefinitely would have improved this aspect of the game though, very thankful for your feedback!
Unfortunately I didn't have much time by the end of the jam to explain a lot of the mechanics in the game, so I totally get it. There is also unfortunately a bug with the bosses animation in this build for whatever reason (that I somehow didn't catch...) which causes them to not shoot projectiles half the time. The idea is supposed to be it shoots projectiles relatively frequently, and you'd press F to deflect them back at it, buut it is a little hard to know that without a proper tutorial haha.
Also agreed on the UI! It was basically my first real attempt at making a (semi) stylized UI, and I definitely see how that can kinda be detrimental to gameplay. Will definitely keep that in mind for next time!
Yeah, I do agree. The idea was that the deflect mechanic would come in handy for dealing with projectiles, but that mechanic was added suuper last minute, so I didn't properly balance it and as such it isn't super handy to deflect 4 projectiles all at once especially if some circle back from behind you haha. On hindsight, yeah I agree being able to shoot them out of the sky or some other way of dealing with them would be a lot better. Thanks for your feedback and for playing!
Fun little game loop! Was a bit confusing to understand exactly what was going on, especially with the door; I knew something had to be done but I was not aware it was opening, and I was not aware I had to hold it until a few retries. Still, after I figured out what was going on, it was fun managing all the little minigames! Great job!
Fun game! Definitely retro feeling and I loved the dynamic music changing as you go from exploration to fighting enemies! Not sure if I'm just bad but I had a hard time ever having enough ammo, and the hammer did feel a little weird to hit with at times, maybe needs more hit indication. Still, I had a ton of fun with shooting things and loved the overall style and design a lot!
Hey, I love the idea what you were going for, and I can see the underlying mechanics definitely there! The running did feel a bit slow, so I'd say crank up the movement speed a tiny bit and maybe make actions like mantling a ledge a little faster.
Even if you didn't get to finish the story you were going for for the jam, I'd say keep at it and develop it more, its a cool idea!
Yeah, I agree the loading can be a bit painful on some browsers/computers; for me, on Firefox it takes a while to load, but on Google Chrome it loads pretty quick. Also, you should be able to access options through the in-game pause menu, where you can change sensitivity there!
I actually also did run into that camera bug last minute and unfortunately did not have the time to investigate, so I'm sorry you ran into so many issues with it.
Still, thanks for playing and I'm glad you enjoyed the movement! That's where a bulk of the first few days of work went haha!
