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Wabbaboy

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A member registered Jul 21, 2015 · View creator page β†’

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Never thought a one sided battle would get this epic.


I'm not big on fighting games I also don't know shit about Bushido Blade but it feels like it's lacking mechanics. I would expect a game like this to have blocking, parring, a faster way of attacking. I like For Honor and I'm kind of picturing that but in a one-hit kill style. There is a lot of dodging, blocking and parrying in For Honor and when both parts are low on health it gets really tense which is what I would love to see for this game.

Besides that, I didn't know at all you were making a game this cool, the aesthetics are really solid, the models super nice, and even the animations are well made which is rare in a 3D game, congratz.

Memes aside, the problem was that it doesn't feel like it progresses anywhere.

Well I skipped all the narrative but I liked the demo overall, feels like you are almost there to have a fully fleshed out demo that shows what the game will be all about.

My main nitpick is with the AI, they don't seem to be aware of each other not even at a minimum level and their reaction time feels unnatural and artificial. I'm guessing that giving them more human-like behaviour is something you plan to do anyway, it's just that I wished that they got startled for a sec after I starting shooting them and I also haven't noticed them moving strategically to search for cover or anything and that would be pretty cool. Since you have different ranks of enemies it would be even cooler if the higher ups moved faster or reacted faster but at the moment it sort of feels that the AI just flipped the switch between idle and combat state which feels really artificial.

The other complain I mentioned was that they are not aware of each other because I blasted half of the squad of this guy with a grenade and the other half with a exploding barrel and he hasn't moved an inch.

Poor guy maybe he is traumatised.

Anyway not the grenade neither the barrel alerted the rest of the squad and that annoyed me, it's probably easy enough to make a noise system or shared senses system between nearby characters and that would go a long way towards making them act like a real squad.

But anyway, congrats on the demo it was quite more polished than I expected and sorry for skipping the story but I get really bored with warfare plots and whatnot.

So the dance minigame started and I was wondering if it would ever end and after like a minute or so I supposed that wasn't going to happen so I closed the game.

0/10

That's quite fair, glad to know there is sense behind that decision.

Best of luck!

The joysticks make no sense, except that I know they are there because it's a default thing in UE4. Ideally in a phone game you would just tap in a part of the screen to go that way and since this game only has two directions to go to seems like an easy thing to do.  Also for some reason you can crouch which idk if makes an effect on the game since collisions don't work and you can also jump but only on keyboard.

Jumping doesn't make a lot of sense to me but I think it would be fun if you could like change gravity VVVVVV style instead.

Visuals are horrible and I guess they're mostly placeholders but I would rather look at plain colors.

Obstacles don't work but the annoying thing about them is that they get in the way of the camera, work on a shader that hides them after passing them by.

Camera is very wonky, consider adding a spring arm with a bit of lag speed.

Overall feels like something made over half a weekend.

It's a really weird choice that you decided to change the camera, I think that with the proper adjustments a third person camera could work fine. You are kinda using a camera that feels more appropriate for a 2D game but your game is clearly 3D, with ledges, ramps and pits which also collide with the fact that there is no jump button (wasn't there one in the last demo?)

Your game felt like it was going in a direction that would end up with exploration and interaction with all kinds of stuff but it's hard to explore comfortably with a camera that doesn't allow much free will.
I'd like to see the reasoning behind this change because I feel it only damages the game.

Besides that I don't have much to say, it was very short with an abrupt ending but with everything fleshed out it could be nice and comfy.

Not really, I guess I didn't express that enough in the description. This is more of a 3D environment showcase than a game.

All the keys are there tho and you can open the safe but I don't really know which of them you are missing but I would guess one is in the secret room, which you can find using a red book on a shelf. And maybe the Earth key which is behind the painting of Prometheus eating his son. The rest of the keys are around the room in plain sight so I would guess you got all of those.

Sorry for the trouble, thanks for playing it anyway.

I think you are a bit of an exception but I am planning on having more readability on the environment anyway.

There is a couple ways to get around the "puzzle", I wasn't even trying to make a puzzle out of it I just wanted to be sure that the player is familiar with contraption interaction but well.
In the future the player will have the ability to grab objects but that will only help you to slowly move them to other place.

Thanks for the feedback though, any amount of it it's valuable.

great

Cute game, the movement is quite wonky and I found no use for the interaction move of the knight but what I was thinking while playing is how nice would it be for this game to look like papercraft.

I don't really know and can't imagine what you look for in this artstyle or what the setting for the game is but the design of the main character and many props reminded me of handpainted papercraft stuff and since it's fairly low-poly I thought it would fit very well.

Couldn't move some rock that was blocking a cave, didn't find the room with the gears from the screenshot but I'm guessing this is a different demo from your last time and the content varied.

Very rude ending btw.

I did't like this gem

Feel free to leave any comments regarding the game here.

Words

That's very kind thank you.

yes

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.

I didn't really expect a complex game but the design in that last level was great, keep it up!

+

  • 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
I also expected a longer demo since you've been working for so long in this game but it looks pretty consistent what you have so far.

    The Good

    • 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

    The Bad

    • 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?

    The Ugly

    • 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.

    I've never driven a car but having to pay attention to the driving mirror's felt very real to me. I didn't really cared about the goal of the game but it was nice to drive the car around.

    Horrible control scheme, I dropped the game after a couple of minutes.

    I felt kind of bad destroying happy pillows, I would make them look angry or evil in some way. I didn't really expected to receive damage from a cute happy thing.

    Fucking steamchat.

    Thank you, next version will be available the 8th of next month. And it would be a finished student project.

    What comes after that? Who knows.

    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.

    no

    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.