Thanks for playing and for the detailed feedback!
torlai
Creator of
Recent community posts
Excellent work, meu compatriota!
Let's go:
Controls: How does the game feel on Mobile, Keyboard, and Gamepad?
- Played on keyboard, control response was very good
UI/UX: Is the interface intuitive?
- UI is well done, could find everything easily, no wasted clicks. The shop UI did not use the full widht of the screen though, There was space for 5 icons in one line, but only three appeared, the rest of the line was empty and the other two went to the next line. Should be easy to fix with the Control settings in Godot.
Content: Which weapons or upgrades would you like to see in the game?
- I think the coolest part of Vampire Survivors is when you are overpowered and can clear a huge amount of enemies. I would like to have weapons that cause damage in a large area.
General:
The time based waves caused some moments where there was nothing to do, mainly on the first levels nearing 5 minutes, I would suggest to make the game check if there are no enemies left instead.
Great work, well done!
Here we go:
* Is the tutorial helpful? Does it explain well enough how battles work?
Yes, it was pretty well explained, it was fun to defeat a zombie by throwing a tomato at it.
* Have you crafted and cooked at a fireplace? What reciepes you were able to cook?
I craftes items, but did not discover fire and was eating raw rat meat like a savage, was kind of expecting getting a disease
* Do you like playing with Furbuddy and his doggy friend? Were you able to keep your dog alive?
The dog is great, would die before letting anything happen to him
Everything is very polished and works very well, I have only a suggestion for the UI, it would be clearer with icons for the different stats (sowrd or fangs for damage, heart or cross for hp, etc)
Overall, fantastic work, well done!
Thank for playing!
The zoomed out view is pretty undercooked yet. The vision is to implement allied units, enemy spawners, targets to protect/capture and so on, and the overview would be a guide to help the player decide where to go next. I will probably just pause the game in that view.
The customization is meant to give the player options for different play styles, for example, the missiles would do roughly the same DPS, but have trade-offs - More missiles that spread the damage VS few missiles that pack a harder punch, faster missiles with weaker guidance VS slower missiles with pinpoint accuracy. Will extend to other areas, like heavy armor and slower movement VS less HP and more speed.
Of course you were gonna find this easy, you play a lot of Roundhouse Ricochet!
Cheers!
- What do you think of the combat, is it boring?
I don't know if I did the setup right, but the combat was not engaging...
I saw the UI indicating up to 10 tanks for each side, which created the expectation for a huge battle.
Then I had cash for 3 tanks... Then I could deploy just one tank :(
In battle, my tank and the enemy ran around a long time before entering combat range, when they did, they the battle was quickly over, like 90% of the time with tanks wandering vs 10% in battle.
I think the core concept has potential, I would find the battles more interesting to watch if there were dozens of units in play, to see how their AIs interact.
In a 1x1 scenario, the AIs would have to be very smart to create interesting situations, probably would need some more elaborate arenas as well.
Also, I would like to have predetermined builds that I can replicate over several units, instead of assembling each one.
UI/UX:
The interface was a bit confusing for me, took a while to figure out the buy/equip system.
The AI names (L1R1RIFLET, etc) did not make sense to me, I understood it is a turret AI for the rifle, but don't know what the other codes meant, might be good to simplify or explain more for dummies.
Sound/Audio:
Personal taste, I think the music does not match a military/war theme, felt more like the soundtrack for a fantasy/exploration game.
Visuals:
Personal taste again, but I think less realistic models (or even textures) would better match the theme of a fun AI arena (tanks with hammers), same thing for the environment. Or if you want to appeal to tank nerds, the weapons would have to be more grounded, based on real weapons.
Overall, good work! You have lots of systems in place that can be tweaked to find a fun core loop.
Yo, this game keeps on giving! It was a nice sequence of A-Ha moments. First I deployed and was happily mining when the aliens appeared and destroyed me, my poor drill could not do anything against such reckless hatred :(
Then I discovered towers and walls, my life improved a lot, built a couple houses.
Then I discovered bot builds, made me a double drill guy, and a laser dude, lots of fun. The coolest moment was discovering I could destroy the nests, felt like turning the tide.
Solid game loop, went all the way to 10 houses!
I guess your challenge from here on is to keep scope contained, lots of interesting interesting ideas in the devlog, agree mainly with allowing units to act on their own - miners mine nearby deposits, weaponized droids act as turrets.
I think a few enemy variations could go a long way in adding depth, the player would have to set up defenses and go on expeditions to a nest of a dangerous enemy type for example.
Overall, great work! Curious to see what you come up with next!
Great work!
The leaderboard is a great feature!
Some points you could look into:
- Player hitbox: I felt like losing without touching the enemy sometimes
- Not sure about the autofire. If the idea is to have this more tense/tactical game, I would rather have control over when to fire because each bullet can become a huge threat.
- Maybe add rewards/upgrades at specific milestones, like every 10 seconds? Some ideas - pulse that clears all enemies, arena size increase, one HP shield.
Overall, very cool mini-game!
I finished the first run without dashing or throwing objects because I did not read the instuctions, used them on a second run, they are really good.
Only thing that I felt did not flow so well for me was the wood chopping, the cooldown made me waste a lot of clicks. Might be worth to try queueing commands or switch to hold button to chop?
Very good choices of visual and sound assets, could add some sound effect to blizzard, to add to the tension of the moment.
Great work overall!
There are a few details that could help with the gameplay:
- Invincibility window - after taking a hit, the player would not take damage for a bit - avoids those instakill sequences.
- Enemy spawn telegraph or safe zone - feels unfair when the enemy appears on top of the player.
Other than that, good work! Nice art and good scope management!










