Really showcases the power and potential of Godot.
TempestSoftworks
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Had fun, game looks and feels nice. Keen to play more. Got lag in the second half of the level with intermittent stutters. There's a glitched super bright light. Not a fan of the shotgun, reload time is super long and takes a long time to hit. Not being able to crouch in the air is a tiny bit weird feeling. Died twice to explosions unexpectedly. Not sure if it was explosive barrels or a suicide bomber type enemy that I didn't notice, but it was too punishing.
Pretty fun. I like these kind of games. Interested to see more. Wasn't too keen on the combat. Is there treasure to find in the structures? Would be fun to place torches or something to use as waypoints in the tunnels.
Bugs:
Could jump into the sky.
Armour doesn't have cost on it.
Couldn't buy more rockets and charges and couldn't see how many I had.
There was an invisible wall (left is natural opening, right is where I came from).
Thanks, Stomy. Good to hear from someone with fellow experience trying to make one of these.
I'm not happy with the hospital part either and it needs something different.
Enemy and weapons need balancing and melee need to find its role. I basically got inspired watching a John Woo movie to try add melee combat, but barely got it in before DD and had no time to balance it. I can kind of envision the henchman diving and ducking and rolling around like acrobats to make combat a bit more entertaining.
Next update should add secrets too.
Will check out fear for inspiration. I've always thought it looked really cool.
An intro can be longer and still feel short if its exciting enough. I was playing on normal difficulty. I ended up forgetting to heal my guys between battle because I was rushing to get to the captain, since I had enough of fighting regular guys (it was taking quite a while). The tutorial could probably use a lot more detail for idiots like me who don't know turn based rpgs well, but would need to be broken up with some progression in the story.
Saw the cover art and thought it looked really cool. I'm bad and not really a fan of these turn based japanese type rpgs but still wanted to give it a try. Made it most of the way through the first ship until my party died. Seemed like a nice functional game. Music was good. I think you could probably add some art into the intro sequence, because the rapid scrolling text doesn't do justice to what I'm sure is a well fleshed out story. It would be good to really get players attention before they start the quite long tutorial ship.
Looks cool, most of the movement feels polished. Wasn't immediate to me how to leave the pit at the start of the level. When I jumped into a wall, the animation looked like climbing to me, so I thought there was some sort of climbing movement, but he'd fall down. The whole bouncing into walls and double jumping to get up ledges was a pain point for me the entire game. I didn't like this mechanic much. I think the jumping needs a bit more air time, things just need a bit more magnetism to help you get to where you want to go. The tubes of the tree branches need their hitbox largened.
Don't really want to critique this more than the technical stuff, since this seems more like a learning project.
The game stuttered for me every 1 second consistently. So probably something on a timer need optimizing.
The way the game downscaled to a low resolution didn't appear correct. It ended up with a weird patterns of pixels.
Often could hear something shooting at me, but couldn't see anything shooting at me.
There were a few issues with this.
-I found the crosshair kept disappearing, sometimes when aiming in, so I kept having to reset it to get it to show up. Would rather the crosshair just stay on screen at all times, so even doing things like picking up items is faster.
-Sometimes the game would switch to windowed mode.
-Enemies seem a bit bullet spongy. With how you can lean, with how deadly they are and with how inaccurate the gun is, they seem like they should die to a headshot.
Will be keen to see how this evolves.
Really cool game. From the visuals, I was expecting it to be a lot more jank, but the gameplay was surprisingly solid.
Things I liked:
- Finding hidden treasure, like under the capsized boat and behind some bushes.
- Enemies boarding your boat was awesome.
- Using the boat as a physics object to propel yourself to higher places.
Annoying things:
- Was hard to tell from a glance the state of the boats direction and speed. Maybe a singlular arrow showing what its currently set to would work.
- Gunplay wasn't so fun. Was hard to aim with a big, opaque crosshair. Having to manually reload felt unnecessary when emptying the clip.
I could definitely see this having potential. Mainly if you could overhaul the presentation, making the boat upgradeable (a turret would be cool) and finding new obstacles to get the boat around.
First off, I hated jump king and couldn't get past the first few stages. I probably hated it because I was shit at the controls. I was able to beat getting over it, because the controls were easier to master. Jump King had really good art and atmosphere though, so I was pretty desperate to get to the top to see all the art. I guess you managed to replicate the controls, but there isn't really a reason to want to go to the top like in jump king, which is why I rage quit just a few minutes in.
First off, I hated jump king and couldn't get past the first few stages. I probably hated it because I was shit at the controls. I was able to beat getting over it, because the controls were easier to master. Jump King had really good art and atmosphere though, so I was pretty desperate to get to the top to see all the art. I guess you managed to replicate the controls, but there isn't really a reason to want to go to the top like in jump king, which is why I rage quit just a few minutes in.
Pretty fun. I enjoy the graphics and the dialog. It's fun playing as someone so terrible. Combat was surprisingly not frustrating. The levels seem sparsely populated. There's a lot of very similar looking environments, so it can blend together in parts. I really like that you made a manual for it. I need to copy that.
Happy to see the game has a tutorial. Some of the tutorial dialogue was skipping far too quickly than I could read it. Would be good to make sure it's paced properly, and tied to gameplay more. Might have been that my troops were too far ahead. The test map doesn't have a whole lot of depth to it, which is fine, but the enemy team just seems to be playing by different rules as there's endless waves of them that can't be beaten. Grenades seem to be able to wipe squads, but it's just too random and unpredictable. I'd like there to be text that shows up when hovering over buttons. The characters and art are pretty good.
Thanks for playing, and thanks for all the feedback. Those are on the todo list now. High quality 3d models should hopefully get destructed into lower poly ones in time, as the game gets more polished, to try and make the visuals more cohesive. More decoration will be added as well. Streets currently has areas which are way too big and need to be scaled better. I'm planning to keep the concept of weapons not carrying over between levels. I like the sandbox of needing to find weapons and ammo before being completely ready to fight anything. Shotgun needs to be a bit more reliable. Flamethrower is still rubbish. I changed ladder movement from looking up goes up, looking down goes down to minecraft ladder movement, where pressing forward goes up and back goes down. Still not perfect, but I think ladders just don't fit that well in first person video games. Will try to avoid using them for needing to go down.
Car controls nicely. Seems like the foundations are in place. I'd recommend a few tweaks. Maybe make the car cast a darker shadow, as it seems a bit too soft and not grounded. In fact, more shadows, dark areas and intense colours in the picture would be nice, as the current visuals are too washed out. The first time I pressed backspace to flip, I was teleported to a tiny floating island outside the map, which was weird. There's some mipmapping going on which causes these lines where the texture is and isn't blurred, which is quite offputting. I'd recommend removing any mipmapping altogether.
I like this. It was fun. Can't go wrong with a haunted house. Finished the game without using the walkthrough. Got killed by the clown and the girl in the well. Dying and keeping your items felt a bit weird. The second floor bathroom has no exit, so its game over if you go in there. Couldn't figure out if the clock did anything. I liked the interaction the items had with the world, they felt natural. I liked "moms room". I'm never a fan of using ai generated stuff, but its not too bad in a short demo like this.
Very polished game. Pretty fun. Not really the kind of game I'd usually play, but still had a good time with it. Played for about an hour. I like that there's not an overwhelming amount of dialogue. I like the characters and how fast you progress with getting upgrades. Sound is really well done. At the start of the game, I thought it'd be more darker, so it was a surprise when the tone was more laid back with the tropical environment. Not super sure what relevance the intro had to the main game. I had some trouble starting the game, as I was pressing 'Enter' to select the buttons, but kept getting booted back to the title screen. I would prefer if wasd also worked for the movement keys. Would also be good to have mouse support, as an alternative to z/x. Clicking the mouse still selects whatever's in the center of your screen. Sometimes my abilities seemed to use a lot more action points than expected. Not sure if it was some curse I had or was a bug.
Just gave it a quick try. It looks like it could be cool, but in my short playthrough I couldn't find any enemies to fight to see if the combat was any fun other than the slug. I think its a mistake having your first location be in a town, where there's mostly shops and people asking if you want upgrades. At this point in the game, I have no idea on the power level and skills/weaknesses of my party vs the enemies I haven't yet encountered. If you start the game off in a dungeon, you can understand the base power of your party. I got a quest to go do something in a prison, but with the large size of the town and with no map or any way to know where the prison was, I just gave up.
Nice game. Quite fun to expand the little empire. I like the sound effects and art. The resources probably need labels because I wasn't sure if the food icon was food or grain at first. Also needs an indicator that expanding the roads is going to use wood, and a confirmation dialog for demolition buildings. Would be nice to overload the structures with extra people. Wasn't sure what the "latern bearer" represented or what the beacon was. Maybe I needed to explore more?