Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

vjvalve

4
Posts
A member registered Jan 22, 2021 · View creator page →

Creator of

Recent community posts

  • How many enemies is appropriate per level?

Depends on the play style I guess, if you're just suppose to clear all that are in a level you could play around with the idea that they might be hidden in certain areas (thinking Luigi's Mansion) and so in that case it might be a puzzle in of itself to find them. If it's a wave thing then maybe several.

  • Would you prefer a HUD?

Similar to what others have said, it depends on the feel you're going for. The information should probably be displayed but whether that's a HUD thing or an environmental indicator like in Dead Space (maybe you glow red when damaged and glow a certain amount of blue based on your ectoplasm levels?).

  • How strong should the enemy attack the player?

Again, I'm still not quite so sure what the end goal is so it depends similarly to the first question. (Can you heal)?

  • How should the player attack? Would you like mouse click combat or full keyboard combat?

I guess clicking would be reasonable.

  • How do you feel about the jump height/power? Should it be lowered?

For now it seems fine, but in what situations are you going to be using it (are you going to be platforming as well or can you dodge with it?)

How does the movement feel?

* Movement feels good enough. Feels a bit odd that if you stop moving the player flips back to face towards the camera. (Pretty sure it's a bug that will be fixed). Jump feels a bit too floaty, maybe a bit stronger gravity would be more comfortable.

How does the camera feel?

*Camera feels fine. Again I think the player should face in the direction that the player is moving.

How does the level feel so far?

* Atmosphere is more or less consistent, playful and spooky. I was able to fall and clip through a wall. The fire floor I'm not sure if you'll just be blocked off from falling on or if you'll die on landing on it.

How do the controls feel?

* I was able to assume that it's the standard movement buttons, but I'm not sure if you have any attack or pick up buttons (maybe that's automatic).

03/03/21 Comment:

So I like how the cones and field of vision work now (only weird thing is that is seemed that sometimes the enemies cone had like a capsule between it where there was nothing there to cause that)


* There was also this odd bug I noticed. Sometimes when moving to or away from a wall the other side of the wall could be seen. It was like the wall was just disappearing. I noticed it because I would move towards or away from a wall and then suddenly I'd see an enemy. As I got closer to where I saw the enemy the wall would show back up.

* This might be intentional but is the projectile suppose to show up where the person clicks? I didn't ever see it flying out so I wasn't sure if it was suppose to be shooting it out or dropping in like an airstrike.

*It was very easy to kill the enemies since I could just spam the mouse click on them until they died. Maybe some cooldown function could be in order.

*For the invisibility power I wasn't sure if you were suppose to then be unseen by the enemy once they saw you. Like if they see you then you turn invisible if they're suppose to keep following you or not.

*It is very easy to runaway  from enemies. I'm not sure if it's suppose to be if they see you you better finish them off because they will catch up and modify you (leaving you alone once they've done enough damage) or alternatively sneak away or if you are suppose to be able to outrun them and hope you aren't surrounded.

How was sneaking

Couldn't really tell. Because of the the vision scope was similar for the player I couldn't really tell if I was in their vision scope or if it was just mine.

Do you like your move speed?

I liked it for the most part. I felt it was relatively ideal the speed at which you could traverse around each room.  Depending on if you're suppose to sneak more or use more of your skills I think the enemies could be faster.

What do you think of the map size?

Very large. But it doesn't feel too much like a facility, in that, it feels like everything is just closed off by walls and is just a big brick.

What skills would make it more fun? More challenging

*Sneak Skills: camouflage into an object in the room, if you don't move when in an enemy line of sight you'll go undetected.

*Attack Skills: Mines, you can run away and drop a mine that if in contact with certain radius will emit an AoE stun.

*Challenging: Certain enemies with goggles or gear that can overcome one of your skills, like infrared goggles for stealth one of your stealth skills.

Others:

*I noticed that if you run into a wall and move on it and towards the direction you want to go you'll drag and go slow.

* I don't really know if you need the vision sight for the main character if you can still see the enemies on the screen without it. 

* Is the character suppose to be big enough that he can't slide between some of the pillar objects found next to walls?