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TheBluKnight1

6
Posts
A member registered Apr 09, 2023

Recent community posts

How do you feel about the game's difficulty? 

I personally found the game to be fairly easy. Especially after getting my first upgrade as the upgrades are very strong.

If it is too hard/ too easy, what do you think should be done to make it more balanced?

I think more enemy health in the later levels would be great because the damage upgrade makes the game very easy. Also a stronger enemy, maybe one that goes into melee could also serve to solve this issue. Also I think it's a bit of a balancing issue that the player can block and move at the same time.

Does the parry work fine?

Yes? I see an animation to signify when I parried on time but I didn't see any advantage to parrying over just blocking.

How are the visuals?

The visuals are nice, of course I think the exit and VIP could use some textures but otherwise it looks great for a unity game.

Any bugs?

I don't think I encountered any bugs per say but my session ended because the VIP fell off the map at one point and I decided to follow it and just fell indefinitely so I think you should put a kill box below the map at some point.

Do the UI elements look fine?

The gold and level elements look fine for the game but it would be great if the health bars were more stylized to match the overall aesthetic.

Would you like to see anything else added to the shop?

Maye an upgrade to the parry in some fashion or an upgrade that allows the VIP to do a small amount of damage when touching an enemy so it feels like they are engaging.

What do you like/dislike about escort missions in other games? 

Mostly how slow the escorted characters are but you all seem to have avoided that.

How do the controls feel? 

The controls feel pretty good.

What would you like to see implemented in the game?

More enemy variety would always be great but I would like to see the current enemies have a bit more of a wind up animation before they shoot because right now it seems like they fire instantly once they are in range.

Is the goal of the game obvious? How descriptive of a tutorial is needed?

I don't think the goal of the game as a whole is readily obvious. I think it would be nice to have some kind of comic or splash screen upon starting the game that guides the player to look for plants would be nice. Also to have keybindings either on the screen during play or in that splash screen would be nice too. Finally, I would recommend having some kind of sign or direction to the shop would be nice because it took me a minutes to find it after initially walking past it.

How's the minigame? Is it rewarding/punishing enough?

The minigame was great I was able to start consistently get three or four samples per plant after a minute or two of playing. I believe it is fine as is.

Glaring issues with the village?

Some signs would be nice for a bit of direction, the art style and layout are nice and don't need any tweaking in my option.

Does the music fit the world? Any suggestions for music? (it plays a song from a playlist at random every 5 minutes)

I didn't hear any music in the few dozen minutes I was playing, that or it was extremely quiet.

Anything Else?

The minigame seemed to have an occasional bug where the mouse would disappear, I didn't notice any pattern to this happening but it happened to me twice. 

It is fairly easy to clip into objects like the village houses and the rocks in the village by moving into them diagonally at the right angle.

Finally the shop keeper design is very cute I really liked them.

How do the camera controls and unit movement feel?

The camera controls feel great I feel as though the camera pans across the area just pretty much just the right speed I would expect out of an RTS.

Did the enemies feel hard after several waves, or were they too easy?

The player's units and the enemy units felt fairly on par with each other with the player's units being a bit stronger so that they could stand the oncoming waves which is perfect for the game mode in the play test. I was able to defeat a couple waves and although the first one seemed easy it was also easy to see that my units were running out of health going into the other waves and quickly ran out of steam without replenishments.

Did it feel entertaining or attention-grabbing?

The combat is definitely fun to watch though it does seem the animations are not quite in sync with the moment damage is dealt from the player's units to the enemy's.

 How long did you play or survive? Did you build any units?

I managed to survive a couple of waves before my primary group of units ran out of health and did manage to build two or three new units.

Did you notice any extreme or notable bugs?

Occasionally enemy units would not be targeted by my units even when completely surrounded. After moving my units away and baiting them into a new position it would fix itself and my units would attack but I found that to be of note.

Any other feedback is welcome!

You guys really surprised me by going for an RTS in the scope of this class and I'm really glad to see that you are making this much progress on it! Other than that I would like to ask for you to make the movement indicator after a move command a bit larger as right now I think it is barely noticable.


Hi Bug Trouble team, as many other comments have stated I think you have a very good foundation for what you are trying to accomplish with this game. The best feedback I can give for you moving forward is to try and get a points system or incentive for the player to do good in growing and defending the plants, with that, I believe the game will be quite functional. Other than that think it would be nice to see the flies go to a target plant so that the player knows which plants will be coming under attack or perhaps another kind of notification. Nevertheless great job team!

Hi, team 2, thanks for pointing out there is a delay for the wave timer I was a bit confused at first but other than that I'm glad to see that you have come this far and in my opinion nail the feel of games like Vampire survivors when it comes to movement and combat. My only suggestions based on this build are that the bubble and ghost enemies seem to have a lot of health for being common enemies so maybe they could be lowered a bit and that I would like to see more consistent enemy spawns in between the big waves so that the player can see constant pressure for the duration of the timer.  

How "random" does each version of the randomly generated world feel?

I think you all did great with the random world generation, I can clearly see all the time and effort you put into it coming through. I hope in the future there will be more reasons to venture out and explore the map more

Does the world present a challenge to navigate or explore?

No, the trees and other obstacles were spaced out plenty enough to freely explore the map, even looking for the bridge to cross the river was nice and easy.

Does the Blood Bear feel challenging to fight, especially the first time?

No, especially because the player can spam shooting the bow when the mouse cursor is over enemies the bear and rabbits go down fairly easily. I would definitely recommend increasing the bear's speed or giving it some other mechanics like a charge attack to make the fight more dynamic.

Do the theme and genera of the game match the art presented?

Yes, thematically the whole game fits together quite well, nothing feels out of place.

Did combat feel good and enjoyable? Did the AI feel "intelligent"?

The combat feels a bit too basic, it would be nice to see something like a charge shot mechanic for the bow, where you could hold down the shoot button to charge up a more powerful shot. The enemies felt quite good actually, the rabbits roam the world as one would expect and the bear chases down the player as expected, I did not see any pathing issues.

Did you encounter errors while playing? If so what were they?

Some weird graphical effects when walking around one of the ponds of water, looked like the grid lines of the tiles were showing, other than that I'm not sure if it is intended for the player to be able to fire the bow super quickly when the cursor is over an enemy. 

Other comments

This looks like a great foundation to work on, if you can moving forward give the player more dynamics to work with or otherwise add more enemies to the world this seems very enjoyable.