The game is only for Oculus Quest. It doesn't work on PC.
Steven Tu
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Maybe, but the moba genre relies on many different skills and a much bigger overview. This game has no focus on multiple skills and strategic maneuvering. It has one straightforward skill with a very small contact window and a pretty big delay. I really don't want to moba controls with these mechanics.
If you're trying to design a moba-like game, then start with moba-like premise in mind, I think.
And thanks! :)
Interesting concept, great art and presentation, but the gameplay itself needs some work,mostly in the UI department. The "switch view" button is unclear, and it feels annoying to have to switch between the two views. When a new bounty comes up, there should at least be a fraction of time to see who is behind the poster without having to switch. If it must be done, it feels like it's not really a challenge or interesting to do a rote action.
Other than that, there seems to be nothing preventing the game from getting 20 non-hits before hitting the right poster. So that's... Not great.
Other than that, I would love to see a more nuanced identity system!
Oh man, I thought about Bounty Bars too, or at least I think that's what you're referring to :p
The "character designs" are lovely, and the idea of the thing seems like fun, but I really struggle to get to a point of "feeling" like fun. I think there are some issues that could be addressed:
- The controls are difficult to internalise - games like this are like beat saber or any quicktime event type of game, that means you want to be able to intuitively do an input. Up/down/left/right are the most common type of intuitive inputs, but I guess it doesn't have to be. Imagine if in your game the 4 operations are bound to those around the central machine and the conveyor belt went around instead of straight, for example. An intuitive parsing is so important with games like this.
- The variety of actions needed that are all one-button is both a boon and a curse! Maybe if it were ramped up to a full "orchestra" of different actions over levels or something.
- It would be nice if it were bound to some kind of rhythm. I like the idea of doing factory work to the rhythm of music, that might make it feel good :)
Very atmospheric, GREAT juice on everything, guns, getting hit, etc. Well presented.
I dunno WHAT the deal is with the mouse sensitivity, no way to change it, I couldn't really aim at all. And the need to right click to draw seems... I get it, but it seems like an unknown barrier that could be solved with a left click to draw when you haven't got your gun up or somesuch.
Most of the fights seem impossible, so I guess the point of the game is to find the right fights that add up to the right numbers.
Love it, I wish I could control the thing better to feel like I have a shot at all.
Thanks! Yeah I totally get you on the late build thing so it was marked as such. But there wasn't that much difference really.
Anyway, thanks for the input! Wish there were time for balancing but really there wasn't haha, and as for the gun firing slowly, I don't really know where that comes from, did you play the web build? I suspect it might be a performance thing. Not sure! There isn't a system for constraining firing rate! :/
Thanks again! :D
An interesting game marred by less than great controls. Great character modeling.
- The right click to move control scheme feels completely at odds with the gameplay. A usual wad movement would work much better.
- The UI for what you have to get is textual when the information is coloured. What Nicole said is correct, it needs to be clearer and easily parsible.
- The design of the game has a problem in that waiting around for the right colour of pirate to come up is pretty terrible when it just doesn't happen due to random chance. And then when you see the one you need come up and they're just walking next door and you know you have probably no chance of getting to them before they disappear... That sucks. The game should be designed in such a way to create interactions.
Really feel like the base mechanic of running around with a puncher could be pretty fun if built more dynamically.
A nice collection of little games, wario-ware style. Great presentation, simple but cute graphics. Nice music.
- The first two segments seemed too long for the type of engagement you get out of them.
- The third game... I couldn't figure out what I was really supposed to do, and ironically this one felt too short because I didn't even get one success.
- The bits between where you have to use your mouse when the rest of the game is played with keyboard is weird. Should try to let players stay on a single input paradigm.
The production value is pretty good, good music, good art. But I have some bugbears about the design:
- I don't like it that the primary skill it challenges here is memory.
- I find it difficult to make a meaningful decision - I don't know how big the radius is, I don't know how far I can go from a potential item to still collect it.
- I think the rotating scene detracts from that understanding even further.
I think this could make an interesting mobile casual game given it's really simple input, if there's a stronger incentive and loop!
Very quake-esque, cool aesthetics, though not quite playable due to usability issues - the mouse pointer should be locked and turned off. I actually LIKED the flipping of the view upside down, but it's more a bug than a feature :)
The ammo counter is not intuitive - I thought the dial on the gun might be one but it's really unclear.