Recent community posts
Damn, something is very very wrong with your walls (and boxes), I keep going through them by accident and that's the only thing that I find frustrating with the game right now.
Shooting feels pretty good, graphics and atmosphere are awesome. Keep it up, very promising.
>Also I noticed I can't deflect the arrows back to the archers, is this mechanic gone or needs more precision now? Because I couldn't pull it like I did in the build before.
Yeah that wasn't intentional, it looked really goofy that an arrow that had no strength whatsoever just touching other character damaged it.
The sounds are not your pcs fault, the game has no sounds. I would like to have them but I spent my time doing environment and interface and other stuff and since it wasn't needed for the assignment I just never added them. I would like to have them though, I know sounds would improve a lot the feedback received.
Played on Windows, the interface looked screwed up for some reason, the thing in the corner with the TASKS was cut, like out of the screen. And when I got to the door some text apparently appeared, I heard the sound of the text but no textbox whatsoever appeared.
I tried to play it on window mode instead of fullscreen but it didn't fix it.
Nice demo, the control was more smooth than I expected. However I felt like I had little to do when I needed to avoid enemy missiles, I don't have much experience with plane games but it would be neat to be able to make some maneuvers to avoid damage.
- Good and ultracomfy music
- Very very nice environment art
- mushroom in games are my weakpoint, great use of them
- spirit arrow mechanic feels great and polished, needs some feedback when you are using it wrong
- Why did you make a place with nothing but spikes in the third area? It felt so cheap falling in it, I know you can see it beforehand but there is no way out once you go in it. I bugged inmediately.
- MC's animations could be way better
- Combat works ok
- Attack animations give the feedback needed for an action game
- Different items
- Controls are ok but it would be nice if jumping was actually useful in combat or platforming
- Claustrophobic feeling
- Camera feels a bit like the one in dark souls when you play with mouse
- Game is too dark
- Stamina bar is very big but life points are quite difficult to see
- Are you serious with that name?
- Voxel style feels forced
- Main character looks like it's broken when makes an animation
I guess you already know this but Paranautical Activity and Cube World have a more consistent artstyle than your game, these 2 games use a lot saturated colors, which feels really nice specially in Cube World. I would take them as a close reference if you plan on keeping this artstyle.
If this was an RPG it would definitely have gender options and other customizable stuff. But this is more like a somewhat linear action adventure game like Zelda Oot or WW.
However, the idea of the character is that he is a representation of a "real" person outside the game, not you as player but the real Main Character. He is a male and in every different world his avatar would have different clothes, constitution and, why not, maybe gender if that adds something interesting to the world and game design.
Because, you know, part of the purpose of the game and one of the reasons of why every world is different is because it would play different, would have different artstyle and would represent different situations to the player as well as give us freedom to create the worlds we want. We want to experiment a lot with that and changing the gender of the character would be an interesting twist.
Having your cultist dying shouldn't be so punishing in my opinion. I can understand why you want them limited but if some of them get killed in the beginning of the level you may already have lose the game but you won't know until you get them to the delivery point, which feels kinda bullshit when you find out and then you have to start over.
I'd bet that around the 90% of your players had to repeat your second level at least one time because of this.
But overall great job, really loving the monster design, I would like to see more background art though but I guess you have that on pending.
That floating platform is the one you are after the tutorial section, where you see the "bridge-gate" opening, you can't see the part with forest because it unloads after you enter the castle, will be fixed in the future.
Glitches are not really a thing you're supossed to interact to but they can give hints about secret places, the theme is that you are in a simulated corrupt world and this glitches are kinda of the proof that things aren't going well, but I have to work on a lot more things to merge that well in the game.
I know I have to work more on shortcuts when they appear, right now I can only use visual feedback for that to happen but sound cues could make this a lot easier. It's kinda hard because for example in the first Zelda you can see the full room all the time, so if a secret appears you will notice, but in a 3D space, large at times, it's kinda hard without forcing the camera.
Yeah, I'm aware that the combat feels super amateur right now. With the final animations and tweaks here and there we'll change it until it feels good.
It also lacks juice, the enemy animations for receiving hits are quite subtle and they don't have any extra fx for feedback yet. But thanks for playing!
Quite similar to my entry for winterjam, maybe you can find some inspiration in there.
Overall the game works quite good, I would make the catcher thing arms less pointy, it kinda looks very menacing for a game which is about catching happy cute things imo.
Thanks for the comment,yeah most of the stuff right now was by default in the engine (which is UE4) and I hope that things will get more serious in the near future which will lead the whole thing to stand out from the crowd, because right now it almost looks like ThirdpersondefaultUE4project.exe.
I know that the strong point at the moment is the platforming, but that's because the game doesn't have proper mechanics yet and movement and platforming are the basics of the default thing in UE4. In the future the game will have some combat, some more puzzle parts, parts with combat, puzzle and platforming all in one. I'll update the description to say that the general aim of the game will be an action adventure game like any 3D Zelda but with some platforming as well to make it more entertaining.
Again, thanks for the comments, it's nice to get some feedback here and there. Also I'll upload a new version in 3 days or so. Few things have changed since the last one, and proper mechanics are still missing but you're welcome to come and make a try if you want to.
Eh thanks for playing. I assure you there are 100 of currency, still, quite a big number. Very few people that I've walked to found more than 40~50.
Hammers don't work very well at the moment but I'll try to fix it somehow and add even more stuff.