Thank you for the feedback! Hope I can add a tutorial sooner than later so it isn't so rough. And sorry it had issues, I'll try what I can to remedy it. Video is useful, I think I have a good idea where the issue could be.
Wierdox
Creator of
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Unfortunately, it's still happening. I also tried restarting my PC and checking my drivers, but nada. Also checked the task manager, it seems to only be using my dedicated GPU, not the iGPU if that was a concern. It's not a super big deal, the game's still playable. So maybe give it a rest and see if anyone else has this issue, should narrow the problem.
-Nice menu.
-You can dash while standing still, it does nothing and you waste your charge.
-Black gloves on hands have white bleeding onto them from touching the cuff, it's sloppy.
-Recoil on first gun seems a little high for how small it is, but idk my guns that well.
-Breaking a wall with the dash and then the enemies on the other side dying to that is darn cool.
-Are the blue pickups temporary? I think I missed one from looking around too long first.
-Wish I had a flashlight for looking at the darker corners of the map.
-Head shots --and by extension aim down sights-- are really important, it takes 6+ bullets to kill otherwise.
-Got to end but missed the shipping manifest.
-I find it, didn't look too closely in that arena room. BOOM ambush spawn jumpscare.
-Yep now all these empty boxes have enemy spawns. I'll take note that once I realized how short the shield pickups last, the combat is becoming faster since I miss out from standing back.
-I notice that if you don't have shield and get shot you get massive recoil.
-Beat mission and all the baddies.
I had decent fun. The destruction was a nice supplemental feature, but it felt basic since it was either cover you could shoot out(usually doesn't matter since you want head shots) or to break through a wall to get the drop on enemies. Reflex felt more like a crutch than a cool factor, maybe I'm just bad but it felt like enemies had a fast reaction time, so unless I used Reflex I would usually get tapped. When I understood armor pickups were short lived, it evened out a bit better.
Pong.
I do wish the 2nd paddle was controlled with up/down arrows, than A/D. This even allows 2player pvp. Also the paddles are too close together, there's not that much time between the hits. You can move the paddles off screen for some reason, they can't be reset. The ball have very little vertical movement, making for a boring battle. Bug: if the ball is bellow the paddle and you push down it will stop moving on the x-axis for as long as you push.
Hope there's more of a game next time. Music was nice enough.
My bad, here it is. Windows 10 64bit (build 19045) - multi monitor - dedicated AMD Radeon RX 9070 XT (Advanced Micro Devices, Inc.; 32.0.22021.1009) - AMD Ryzen 7 9800X3D 8-Core Processor (16 threads)
Log had nothing of interest, no errors but here's the whole thing(deletes after 1 week). https://pastebin.com/XxR7SnJD
-Nice subtle 'jump scare' with the kid who runs into you.
-Literally looked over the whole town before finding the keys, talk about bad luck.
-Put in the key and nothing happened, guess that's it.
Not much but I can see the idea of walking at night and playing on those age old fears. Reminds me of this horror game that came out a year or two ago about a girl with a flashlight who has to explore town/wilderness filled with yokai or something. Keep up the good work.
-Pressing 2 to go back to menu is broken for some reason. Two times now, I press it after starting and my mouse is invisible and I can't press anything.
-At the first door, you can open it while standing in its corner to make yourself clip into the ceiling(?). Wasn't stuck luckily. Though usually it just clips you through the door.
-Most containers have a perfect white square in the first slot, it's strange. Also I feel like there's more missing models than I remember, like white blocks for beds and some shelves with white instead of textures.
-Up attack on rapier seems to just be a normal slash?
-I went alt tabbed for awhile. The scream ambience plays several times in a row, making it sound more fake I think. Some more variance in the scream would help.
-I just killed a man, felt fairly natural I think. I notice that while you have directional attack, you can't directional block. I feel like that would be more in line with the system of caring about direction of attacks. Maybe too annoying.
-While breaking crates is fun, you then have to be wary of using them for other things. For example, at the 'alt to dodge' prompt you have a doorway blocked by crates and a slanted bookshelf. But the crates are invincible for some reason, which makes it little better than an invisible wall, because you have now put doubt into the player that oh, some crates are just invincible for no reason I guess and I need to assume the design intent instead. It's even worse because this was the first room you had to break crates to even enter, so obviously the player will try again. At least make them steel reinforced or something.
-I got to the end of the demo, mainly cheesing the last enemies with how deaf and numb they are. I jumped at the sign which said this is the end, but I didn't notice the hole so oops I fell off the map. The combat seemed on par or better than last time, I think I prefer the smaller weapon since I remember the claymore hitting the walls all the time.
-I am going through again, I notice a combat bug. In this image I attacked from left to right, which should hit the archway wall(and it does make the ding sound), but it allowed me to hit the enemy on the right side of the wall anyways.

-Rendering wise, it looks like you got it good. I remember strange purple pixels and the tiled floor texture being all messed up in the distance. Much better now. Main thing I see is how chandeliers have a fairly big yellow highlight that flashes while you walk.
-Purposefully went into the 4v1 courtyard, it's too overwhelming in the open but the archway as a chokepoint helped. However it was half easier due to AI buggery, 2 of them got stuck on the sides of the stairs in front of the archway. And earlier, an enemy was stuck on a door until I ran into the room.
-Mouse delta on how long until your weapon direction changes is fine I guess, though very occasionally it caused me to accidentally do the wrong one. I think I wasn't aware that if you move slowly it isn't as reactive.
Game seems better, sans UI. Keep up the good work.
-Would be preferable if the ground you stand on was loaded in first, then everything in the distance. Being the opposite was a little disorienting.
-Gun and hook being toggled seems unneeded, you could have both on their own mouse button. That way you can do fun rope tricks while shooting. Or maybe that would break future gameplay idk.
-Environment is fun, like the aether mod of minecraft back in the day. Sun rotation is noted.
-Pause menu still lets you walk around.
-Grass can be beneath blocks you just destroyed.
-Not a big enjoyer of hookshots, so idk how good it is right now but it's decent for swinging across gaps. [later] took awhile to realize I could press forward to reel in very quickly.
-Just found the double jump, wasn't expecting it but it's nice.
-If you get launched into the air by your grapple you can do 2 mid air jumps.
-Due to weapon orbs being flat disks with back culling, they are invisible if you shoot at or above eye level.
-Why won't you let me kill the trees or the ground they sit on? Coward.
-I get used to the hook and now I flew over to the highest and furthest part of the map.
Fun prototype, not much to do but moving around was fairly good.
Thanks for playing and the detailed feedback! I saw you streamed it but I missed unfortunately.
Bullets did not damage barrels [...] bullets completely flew over the top of the crate
Right, it looks silly but it's like that since it was going to be ore deposits until last minute, and you can't really shoot that out. And yes the crate is due to being too short, I should let you shoot it though.
lag spike
Shader compilation. I haven't got to setting up a system to spawn everything to cache it, though the next engine update apparently massively speeds it up.
Having my bullets stuck in enemies was a bit frustrating
I can see where you're coming from, but I feel like the old way of always bouncing off enemies has its own issues. Like if you shoot point blank you get all of your ammo back instantly always, or from a distance it means the ammo becomes more spread out and harder/annoying to recollect. Plus you can be a wuss and shoot then run around to recollect ammo before shooting again. So all in all, I feel like the stuck bullets balance out the combat to encourage both shooting and melee. Though maybe there's a compromise in here somewhere. Regardless, there will be some enemy types that are too hard to get stuck in, like rock golems.
wish the [melee] reach was longer and there was less of a delay between attacks
I'm kinda surprised, I felt that the melee was maybe too fast. Certainly as is, it's too easy to infinite stunlock. But with range yeah maybe just a tad too short. It doesn't help how you're fighting spearlizards with this weapon. Not sure what I can really do to improve it. Maybe I need to reconsider it as a fast or slow archetype instead.
The dashing and sliding feels a bit cumbersome, especially in such close quarters. [..] but I found myself wanting a quick dash/hop instead of something I had to hold. [...] as far as I could tell the slide only gives you more rotational control [...] I would want to see how the game might play if dashing was just one button and releasing it let you slide
So to start, yeah it was tuned for larger arenas, the standard room will likely be 2x the current one, and there will probably be corridors between rooms. I may reduce the penalty for running into things. In regards to a dodgeroll, you're right. I gave myself a personal challenge to avoid it, I feel like too many games do it so I'm invested in trying out other methods of avoidance. We'll see how it works out. Sliding lets you slide under some obstacles or future large enemies (not shown). And it lets you make smaller turns mid sprinting, which otherwise would have a larger cooldown to stop then start again. That said, you're right I don't like how it's another button. It used to also toggle crouching, but that was when the game was slower paced. Not sure if I'll reenable it. If so, I may have to consider a new way of actioning it, like what you mentioned.
Thanks for that, so far no one else has dug into the combat to nitpick it this much; regardless of if it changes, having some pushback is always nice to fully think about the design space. Hope it's more to your liking next time.
-UI could communicate the buffs better. Wish I had the choice of changing worker jobs if say I overdid one. Also, displaying both house plots at start is pointless, since it's the same upgrade cost anywhere to place a house, it's just noise.
-Mages can overlap eachother, which makes it less satisfying.
-Game doesn't run if the tab isn't open in that window. I think cookie clicker didn't do that, allowing you to farm while looking at your email or whatever.
-Due to lack of details, I'm just buying upgrades and hoping the DPS works out in my favor. Then buying masons/upgrades to increase rate of money.
-Nearly missed the RAM building, there's so many projectiles that I only saw it by accident when moving the cursor.
-Only having like 2 wall textures is disappointing. And I wish there was more visual progress than just a healthbar, like the wall is falling apart piece by piece.
-I finally bought all the houses, no final weapon sad.
Overall it's ok. I feel like for an incremental game it was a little boring, I'd like to have something to aim towards, besides buying houses to then get the next weapon. That said, it's a decent one afternoon timewaster. Keep up the good work.
Thanks for playing and the feedback!
the was some soup stuck on the floor after the first day I could not pick up
Probably stuck in a block right? I have to add anti-stuck movement so it rolls out of there.
I think there needs to be a mechanic that incentivizes the player to trade with customers
Aye, I'll be adding relation points that are penalized when you fail, as well as try to make the combo mean something, so you don't try to break it unless you really need to. Or, add a option to tell them to bugger off, to skip the $0 trading. But yes right now the dungeon does give too many items.
It would be cool if there where pets that have one use in the shop and a different use in the dungeon, like a slime that cleans up the floor in the shop then finds rare items in the dungeon.
I've been workshopping either people or pets as assistants, though I didn't think to have them shared between the modes, I'll think on it.
Played up to the beginning of the admiral break in. I think the dream tutorial is good fun, sets the tone for how self aggrandizing Dirk is. Overstayed its welcome, it just kept going after going through the castle sewers. It only ended after dying to a blue guy at some point. Also the ranged wand felt really under powered for whatever reason.
The real intro at the bar is alright, adds some context and l o r e to consider. However, the puzzle part felt very mediocre. I thought I could do something fun with the cook to then open the chest by the vagrant in the attic, but instead I just had to find all the pickupables and burn some chairs. And I wasn't aware that talking to the guy would automatically put me into the admiral location, or else I would have explored more. Maybe make the player talk to him again to say you're ready to leave.
The UI is still really lacking, you have a mouse on screen at all times but it can't select or do anything, and the menuing feels not so good or looks downright broken, like when opening a chest and the cursor is frozen between two inventory tiles. Furthermore, the collision when moving around is absolutely screwy, I kept half phasing through crates(while jumping and moving into them) and pushing stacked boxes off of eachother when it shouldn't be possible and at one point I went down a ladder and fell through the floor. You really need to get this stuff together already, it's such a drain on the experience.
The main visual difference I saw was the new dead goblin sprites, headrolling looks quite good. New characters all have their charm. Though when Chad was in the tavern his head was blending into the background axe so it looked like the handle was sitting on his head. And I agree that the missing audio is also hampering the minute to minute gameplay.
Guess that's it, keep up the good work.
Thanks for the feedback, I'll take it into account. Could you please tell me what your favorite gun was in the combat? Or did you prefer the melee?
i couldn't find them anywhere around the house
It should be in storage, and that includes the inventory you see when placing items down while the shop is closed... I see, it's because my code was having issues and so the thing that updates the storage items from the dungeon only happens if you open the storage chest, so if it's opened from the item-placement-view it will delete it. Broooo. This is what I get for not reading all of this post at first.
-Leg strafing animation is great, I need to get to that level for my own game some time.
-Shadow distance fading is too strong, moving south from spawn will make the fan shadow above disappear before your eyes.
-Blood covering is an interesting detail, but is there more to it eventually? I could imagine some blood magic/tech spell or something silly. A more practical one could be attracting enemies that smell it. Regardless, it's a little silly how the blood always shoots towards you, and not a bloodsplosion that goes in all directions.
-Each gun is fun, though the flamethrower is extra OP since once aflame they get stunlocked in place.
-Corine at spawn can catch on fire but not the other lady. Literally unplayable.
Cool demo, keep it up.
I feel like I have little to add. I ran into the same issues posted earlier, and besides archery I feel like it's close to the same gameplay as last time. I haven't played too many of these games, but it seems like most of the systems are in place.
I guess one thing I notice is how the turn order only shows the next 4 moves, but there are so many fighters that after one 'side' does their set you don't know if the next will also have a set or 2 sets of turns in a row. And in a more natural game, your turn order will be all over the place so it'll be hard to see how many moves until your next fighter besides vibes. Perhaps increase the size of it to display more? May have to make it smaller to accommodate.
Keep up the good work.
-Pressing up to shoot? is odd. Please add any sort of visual for the projectile/attack.
-Oh actually it's shot automatically like a VS like.
-After killing a boss, it looks like it respawns and falls from the sky, but dies in one hit.
-Blade balls are looking a little funky, I only have 4 while I bought like 7 upgrades. It is also 3 in a row then on more on the opposite side. I'd either expect a straight line of them or an equal spacing, not this.
-Movement seems too limited for the level? I'm stuck on the floor since I can't jump to the higher islands.
-Oh I guess I have to interact with the portal to go through it, though the first couple times I thought I just teleported to the top of the map, not a new one.
-Found a -8 hp crate, but I only have 8 HP, and it's letting me spam it to get infinite xp without losing anything.
Fought some more bosses but I guess that's it. It's been a long time since I played RoR, but I feel this prototype is lacking agency, if you don't plan on having abilities on cool down, then there needs to be some fun platforming or VS style powerups to switch it up or whatever. Keep up the good work.
-Text being skipped instead of finishing displaying on click is awful. It makes me want to skip it all instead of waiting. So I did just that (tried playing tutorial but I was going crazy).
-Fumbling around. I try to go back to tutorial maybe just to skim it, but it looks like it will never come back. Bruh. At least I can reset the profile. nvm it broke, it played the intro cutscene but now it's at the office room and nothing is happening, no characters or dialogue.
-Guess I can't play the game now... nah I just manually delete the save folder. nvm it's just screwed. I clicked through the cutscene and chose to do the tutorial, it just didn't do it and instead showed the normal new game 3 duo card select. Bloody bastard.
-Game feels more confusing than it did when I played it a year ago, idk if there's more mechanics or if I just forgot too much.
-I am on a sulphur planet with lots of gold. The sell price is more than what the traders are offering to pay, so I just end up selling it all to market. It caused a gold rush, which is fun. However, the gold rush trades were still below the profit from selling to market.
-Not sure why you're going for 3D art, this type of game seems ripe for card illustration, it's so much more work(animation, modeling, texturing, lighting, more expensive to render) for minimal gain. Though I suppose it could look good.
-I can't seem to do anything with my mega structures, the NeoEden Foundry and Dark Matter Engine. I try to interact and they either do nothing or are clickable then won't interact with my materials.
-I get a star and leave the planet. However, the game is now frozen on the planet without moving, so that's great.
I didn't have a great time, things just didn't seem to work. And the only thing I could do was mine and sell, boring. Also the method to select the items then select the trader/market before selling felt bad. I didn't like how it kicked me out of that screen after a trade, too.
Hope you work out the kinks, good luck with it.
-Why only arrow keys to move when you use mouse to rotate the camera... where's WASD? Guess I'll use controller.
-Tank autoaiming including taking travel distance in account wasn't obvious, I thought it was broken since I was trying to aim manually. Maybe tell the player you have a gunner you just have to maneuver into position or something.
-Chopper is alright, I don't have much experience with them but it felt like it was a tad slow. Also the waypoint didn't exist, there was only the arrow that points to the waypoint, but instead of a waypoint there were enemies. Which is fine, but it was a little confusing at first since it was so prominent in the tank section.
-Jet section is 100x harder than the other two, in part due to no super auto aim, but also the tanks take more hits from a jet's missile and cannon than a chopper... and they hit me more easily. To be precise, they always shoot at you from anywhere so it's hard to do strafe runs. Also it feels like ass, why am I the only thing they care about, unless this is a different battle than the previous two? Feel wise, it's quite meh. Having played ace combat, it feels so wooden in comparison. Also no HP on the HUD.
-I give up since I have no joy and die a dozen times. In concept a variety arcade game like this is fun, though so far all of them feel lacking, the first two are so easy I was falling asleep, and the jet is busting my balls too much. My initial reaction is to either make the jet match and make it easier, or remove the autoaiming from the other two modes so it's a more even experience.
-Visuals are solid, good contrast between targets and the environment.
Not sure how much you have planned, but the base is coming along nice. Keep up the good work.
-Using controla.
-Would be nice if the 'pause' menu remembered the last thing highlighted, rather than reset to Inventory each time. Or idk, maybe the position is better for muscle memory you think? Also, putting end demo next to the controls review is downright devilish.
-I can't do a normal attack then hold to do a strong attack next. That's okay I guess, but I was hoping to have the choice of attack chaining. If the main problem is the animation(sword on wrong side of body), then it could be done on the third strike instead?
-Dodging automatically unsheathes your weapon, intentional? Big deal either way, it's faster to attack from sheathed if you dodge, since the unsheathe animation is so long.
-Camera stairsteps with the stairsteps... ouch my eyes. If you don't plan on foot ik, then a ramp will do much better for you. I mean idk I've seen some stairstepping algorithms and they don't do that so ehhh.
-An enemy and I hit each other at the same time, not sure if you want to allow that or not. Was funny though.
-These guys in the house seem to dodge strong attacks, but with the second guy I attacked him in the chokepoint of the door way, his AI seemed to bugger out and he just stood there as I was strong attacking him. Though he got out afterwards. And yes I did the darksouls bait and fought them 1 on 1 outside. If you wanted a duo fight, consider locking the door or using a trigger to aggro both at once.
-The inner window of the house having a fake godray is very RTX ON of you. However, you forgot to do it for the other window too. Or is that the RTX OFF window?
-Nice that I can shut the door. Can't remember that last souls like that let me do that.
-Managed to sneak on an enemy by the window, I nearly forgot about it.
-There's z fighting under the pickaxe in one of those bedrooms with no doors, from the courtyard room.

-Also in this room was a dodgy enemy. I may be going crazy, but it looked like he was straight up dodging through my attacks, despite what was said earlier about dodging. Maybe the hitbox doesn't align or some such.
-Did a real duo fight in the library. It was janky, and I mostly whittled down the floor guy before the staircase guy followed.
-Beat the knight and all I got was this chapel to some eldritch being. Big whoop.
-Falling off a short ledge like the one on the alter is too sudden, I half teleport to the ground. Not a big deal on a higher one like the library.
-Visuals are nice, I quite like the UI too. Though the seams on the pillar textures are quite obvious, and on top of that its texture is mirrored across the seam, so it's even more obvious and I can't unsee it... Not sure if the metal crosses on the outside windows means this was a converted building, or if it was just a random texture thing and you meant nothing by it(place was built for the god it currently worships).
-Controls felt fine, with the occasional miss press, though I also ignored half of them since they do nothing. Combat is quite one note, enemies basically never fall for the strong attack, so I either parry or push then stab. Though, I also had infinite heals so I wasn't trying very hard.
Fun little prototype, but I'd hope a lot more of the planned features are there next time. Keep up the good work.
-New menu is nice, basically production ready. I just noticed that the purple to the beat part of the button animation seems to be missing/muted on the main Play button. Not sure if intended or if the layering got messed up.
-I'll be using Tribunal III, not sure why but it sounds fun(it was).
-I see the in game visuals are a lot better too, I'll just say it this once then that it really complements the style, especially the jenny portrait interactions with what you do.
-I died from a falling light near the start of level 2, it did a zoom while an enemy portrait was talking. I pressed retry and it immediately exited the game after restarting for some reason.
-In level 3, it's really not obvious that the ball of fire you can hit around won't hurt you on contact, like most other things. Also, maybe give it a firm outline you know the hit box better? Correction: it does hurt you but it has to be moving, I guess.
-At the end of the ghost level, I shot all the objects from a ghost area but he didn't immediately do the last ditch phase, I walked around a bit and he entered another object elsewhere where then I beat him normally with just the bat. Not sure if normal or something weird happened.
-It's convenient that you can easily go to the next level right after the previous, but you miss out on the title reveal. Would be nice if it was displayed the first time you load in. It could also be displayed in the pause menu.
-Logging bootcamp had a fun bug. I idled at spawn so the fish and chainsaw guys went to me. When the next wave spawned (I was at the doors) it looked like they all spawned at once, died, and their guns were uncollectable. I went forward for a bit, then went back down to look at stuff. Then I went too far down and all the supposedly dead enemies sprang to life at once and killed me, kind of spooky. I'm assuming issues from not touching a trigger or somethin.
-Also, it looks like the open door particles only spawn when in view, so you have this disconnect where you kill the entire wave but they go poof all of a sudden as if opened just then.
-Jenny stood back up after dying. I think from getting hit with an explosive, or being knocked into an equipable.
-Having some trouble with these last two levels, it's so chaotic I barely have an idea of what's happening(including dying with seemingly no one near me). Could be cool to have an optional instant replay after death, perhaps. Or even just a 'killed by ___' message.
Getting tired so I'll leave it there. Game feels better than ever, occasional physics spasm aside. The part I liked the most was that section with no weapon and you have to juke the laser walkers. Keep up the good work.
Not my cup of tea, never played one from the genre. But my brother has, and the main thing I hear him rave about is an encounter meter, so you know how long until the next random encounter. Seems nice in theory, so consider that I guess.
Played a little, it seemed like I couldn't fill the last of my 6 party slots for some reason. Also none had skills, so I just escape spammed to explore. That's about it.
Keep up the good work, there's a lot of stuff here already.
I don't into tank sims, but this was a fun experience. Well, after I realized I just had to use the commander. I found it also made more sense after activating the voice lines, adds context to the slightly unresponsive actions. And the way it's made, I feel like this would work better as a co-op experience.
I wasn't a fan of having to press a button to then be able to press the floating UI, but regardless having a free look is neat. Movement felt not so nice, doesn't help the terrain is terribly bumpy. And the shot cam was cool, though it'd be more informative if it also displayed the state of the armor plating(if that's a mechanic).
Keep up the good work, hopefully there's more gameplay next time.
-Oh so it's a 2 button game, interesting. Using controller.
-I can't stand this game, every time you get into a large AOE of someone they stop the game and they get a chance to intercept you. After happening 10 times in a row it's making me want to die. There seems to be no agency, unless I shoot well before getting close to the goal. There's no visual % telling me the chance of any move, and the visual placement of characters doesn't seem to matter in the least. And it looks like you can never pass/shoot before they try a tackle, so what gives? I also have no bloody idea what a ball power is. If it matters, I wish there was a short blurb like 'the higher the easier to score'.
-Maybe have the big ring around the current player always visible to get an idea of where the intercept range of enemies is.
-After the 'I got the ball!' cutscene, I don't like how it starts gameplay while moving the camera away, I'd rather go back to the main view for a moment before continuing, otherwise it's disorienting.
-The visuals are alright, sans variety in team members. I do wish the ball looked more unique, it looks like soccer which makes it weird.
I've never been into sports games, so idk maybe it's just not for me. The system seems cool in concept, I'm sure it will be better when built up more. Keep up the good work.
-Intro is neat, a little hard to follow all that's happening.
-I am trying to use controller but camera rotation speed is abysmal(nearly 0) so I guess I'm not using it.
-Animation to open/close pause menu is cool, but damn is the wait time annoying, like a 1 second input lag to actually do what I want, ie I can't move mouse outside of window until it's done to do these notes. It also doesn't let me control the mech for a bit after unpausing.
-Pilot wakes up. I step through the opened door thing and I notice that when jumping the camera/mech jitters like crazy while turning the camera, it's kind of disorienting.
-Feeling a bit sick from all the rotations. Also, it's hard to tell where down is. Would be nice to have a gravity orb UI element or something... Oh I see it now, it blended in with the other green bars that appear over the feet.
-"The portal black and white tiles" well, if it works it works. Also it's complete BS, I can't tell how I'm supposed to jump over the tiles. I'm holding sprint then jumping at the top of the slope. I think you get slightly more speed for wiggling back and forth for some reason, so it's just barely enough to get over. How is that supposed to be obvious.
-I tried to sprint jump onto the next obstacle, luckily I only tried a few times before seeing the grapping hook prompt.
-The first enemy I kill was spinning in circles, kinda funny. But not sure if intended.
-Radio talk may need to be longer, if you don't plan on adding VO. I grappling hooked after the first enemy and completely missed the text box before it disappeared.
-Aim while moving or not is solid, though insofar it feels like a shooting gallery with how easy it is to kill them all.
-First real enemy arena, it's weird how the sprint is making me fall off the ceiling/walls, I swear it wasn't doing that earlier.
-Going to the transport ship was weird, I got lost and jumped around several areas, but it looks like I just missed the open bay doors the first time and passed by it? idk why there was so much more level then.
-Well the bay doors closed and I'm with the other tanks... but nothing is happening. Was I not supposed to board? Then why let me walk inside. Guess I'm stuck, I'm moving on to the next section via level select.
-Well the other levels are just gauntlets so I'll retry it I guess.
-At some point the grapplehook endpoint turned into a white square, and it gets stuck on the floor more easily. While I'm here, I'll say that the grapple felt pretty good, but sometimes it will clip the camera into the ceiling instead of making the mech rotate on contact.
-Well it went faster, but this time I read the dialogue and yea I was supposed to get on. Thanks for wasting my time for not adding an end of level.
Decent fun, but besides the l o r e and visuals it feels like every other spidertank prototpype I've seen, slight nausea included.
-Kino opening. I'll be petitioning JJ Abrams for a film treatment. I'm exaggerating, but it's pretty good. The term anthill for civilization seems kinda dumb though.
-Tutorial is good so far, but sometimes the text on screen lasts a little too short before I can read it all. Like for the radar when I was in the middle of navigating the boat.
-Intermission boat is a fine idea, though it's sad I can't jump and do things like normal. Would be fun to jump into the ocean for a time, or a drown-warp if you want to ensure players don't look for something that's not there. Regardless, having a home base with upgrades and stuff is cool.
-I go to the first mission, a little odd I start on an island with a locator stash next to a boat, and not on the boat itself.
-Radar is a good idea, adds another exploration element, and encourages actually standing in the cabin, unlike the previous versions. Though, I don't love how the character is just short enough so that the equipment/window ledge covers the bow of the ship from view. Harder to determine where the boat is. [later] I tended to just stand on the engine instead, since I got a better view than from the cabin, while still seeing the radar.
-Range and melee being combined into one enemy is meh. [later] I didn't bother doing melee at all this game since almost every enemy is ranged and the ammo was plentiful.
-New flying squid is fun, they can maybe dodge too fast but idk.
-Hanged mutant is neat, but the fact he's still holding the weapon is silly. Also I feel like the dogs are a little too easy outside of this encounter.
-I haven't said it yet, but the wired levers is sooo much better, you actually have a goal instead of just hoping the exit lever is somewhere on a nearby island.
-At some point I got nades? It's on the weapon wheel but pressing 5 doesn't do anything.
-I beat the mission and talk with Rags, he mentions tribes which is neat in theory, but it looked fairly homogenous. Might help to add differing tribe symbols around the ruins. Then again maybe I just missed it.
-Upgrading for the first time is fun, already have a mounted machine gun. Mutation wise though, I feel like it's too many options to choose from, would rather have 3-5 instead of all 15. They also don't seem quite balanced, some seem much better than others. Also, seeing my guns displayed by the inventory pack is a nice touch.
-Night level is nice, but what really sells it is the foggy water, transforms the area. However, in this area the repeating nature of the waves looks artificial even more than daylight.
-Found the nade launcher, nice.
-I go through the cave and am at the top of a gate but the lever is connected to some distant tower off the map... am I supposed to jump over the threshold and find the lever to then open the gate for my boat? I think I checked everywhere, but idk if I want to double check so here I go.
-Right choice, though Jumbo made a rag doll of me a few times. Strafing out of the way seemed more effective than running.
-Pet guy being on the ship is neat.
-Did the chieftain level, finding the PDW afterwards. New enemy was kind of neat, but easy to outmaneuver, the bossfight was decent fun, I found the speargun did the best damage. Almost suspected the glass floor/wall to be destroyed and cause a new phase.
-I notice there's a fisheye like thing with the FOV? When Rags is on the edges of my screen his face looks way fatter. Not sure if that's normal or not.
Game felt overall fun, story felt cheesy but enough context for what we're doing. Seems to be on track for me, but always room for improvement.
-Controller support in menu is pretty bad, I opened the options and the first layer of menu still had focus so I accidentally quit the game.
-Intro cutscene is solid.
-"Press [SHOOT] to shoot". Please tell me that's a joke.
-Reticle aiming on controller is terrible, it's a fake mouse, so to turn around I need to slugishly move the cursor, where as almost all games let you immediately turn with the stick. Also, putting shoot on a face button makes the twinstick nature ass, you can't aim and shoot at the same time. Oh nvm you can also use a trigger, but I found the face button first. Regardless I will now use KB&M since it's so terrible on controller.
-With an infinite ammo weapon, I would prefer if you can hold down the button to shoot. Rapid click injury isn't a fun gameplay.
-Baseball Bat attack animation feels lacking, but the hit sound helps offset it. Also the sudden speed down when swinging feels a bit much, but I understand it's needed to balance it.
-CRT shader doesn't cover the whole screen on a 16:10 monitor.
-I skipped the bat and this time heard the tv broadcast. Nice touch, though the actress doesn't have the newscaster tone so it's comes off as maybe too silly? idk
-Did the basement again, did the arcade game until 30k points then died from boredom. I think pacing wise it's too early to add some random infinite arcade game when you only played the real game for like 2 minutes.
-Almost missed the red cooler with the monster drink in the basement. I thought it was just another background object but I was shooting it anyways to see what would happen.
-When I walk out of the basement a zombie spawned or was waiting for me, I was attacked during the black screen transition. cheater
-I kill all the enemies, I was surprised when it kicked me out, I thought I would have to walk out the door, given it had a big red arrow pointing outside the whole time.
-Also pause screen doesn't fill the whole screen on 16:10 monitor.
-I feel like the extra FOV when sprinting is kinda OP, especially with the sling shot, it doesn't help that the normal zoom is claustrophobic. And in general, the biggest dealer of damage was from not moving frantically at all times, enemies can hit you quickly otherwise.
-I ran into a pool and le drowned immediately haha so funny... I hope that only happens when running.
-I fell into the pit with the tentacles next to it following the bottom right street just outside the house, I was trying to walk through the trees underneath it to get past. Very lame(mainly the instant death part).
-If you shoot parallel to a horizontal fence right above you, the bullet visual will render behind the fence up until a point.
-This area feels a little too samey, it's not the same layout everywhere, but it reuses the same pools and houses and pits and cars(joke about suburbs here). So it feels more mazelike.
-There's all this red ammo but no gun, am I just blind? Eventually I just walk to the next area, oh look there's a shotty. And a molotov.
-Bro how do I not waste ammo? Oh I can use scroll wheel, guess the bat pickup earlier didn't overwrite my sling. I still don't know the grenade button... If it isn't obvious you need to give a control prompt at some point, or at least show some visual indicator that you have more than one weapon to switch to; ie each weapon not used is minimized in the corner.
-Let me take some time to talk visuals. It's not exactly high art, but it generally feels cohesive and it being a semi-realistic crunchy pixel art grows on you. That's why things like this sudden cartoon fire and smoke doesn't jive with it.

-I now learned the grenade button, I pressed right click to refocus the game from taking notes(to avoid shooting) and threw it into my face.
-You can shoot through the gray chain fences in this area for some reason. Can't walk through it though.
-Fighting the two main enemies feels boring at this point, better to just run though the map, gather as many enemies as the can then blast em with the shotgun.
-I get the rifle then go through the door. I'm kind of bored so I'm not trying to kill all enemies, but it feels weird I can just walk in. Game could use some minibosses that block progression.
-I notice now that guns slow you down when shooting. Feels a bit weird, but whatever.
-Ammo pickups seem to refill both guns, kind of odd.
-In the school, for the open blue lockers, if you walk leftwards into it and hold up, there's a small amount of collision you always get stuck on.
-I can pick up several molotovs, but there's no count on the UI so idk how many I have at the time.
-Slime monster is neat, but at this point I have enough ammo and unloaded a bunch on him and killed him before he did anything besides chase.
-Rocket launcher jock is a fun idea. I feel like it was too easy though, just shoot and side step the rockets. Maybe add a charge attack or something.
It was an ok-ish experience, I imagine playing this in the browser at some point. However there's a lot of things that could use improvement. For one, I felt aimless and just doing the things. With only 2 enemies for most of the demo it became numbing, and all enemies are just juke in a circle and shoot to win. Regardless, keep up the good work. It's hard stuff.
-Controls are fine enough(would somewhat prefer spacebar to jump), and the prompts for interactables is good.
-Death into respawn took forever, I hope that's only for the first death.
-Got confused after getting the weapon, feels very gamey(in a not so good way) to make me attack a switch through a ceiling to open the way.
-Nope the long death animation is every time, lame. You get hurt very easily at that, so it's a massive waste of time. At least you keep equipment and switch state after dying.
-Getting contact damage from enemies is lame, you're already risking getting shot/stabbed at point blank. At the very least limit it to when they jump on you.
-I fall down the fall trap and die, le epic troll.
-I use the rolly polly to hit the enemies, and they try to kill it, fun interaction.
-I jump over the fall trap and proceed to get the only good weapon, the bow.
-I then mopped the floor with the enemy and reach the end.
So I only died like 4 times, but it was painful because of the animation length. The combat felt too easy to get pummeled, directly proportional to your equipment. So bare hands > stick >>> bow, from hardest to easiest. And that is mainly due to the contact damage, though in part it could be my playstyle lends me to being closer than I should.
Decent game besides the difficulty, keep up the good work.
Will consider removing [thought bubbles] if I can’t make it less obtrusive.
Some thoughts I had were to move it to the bottom of the screen, so it only covers the outer wall, or to make it semi or fully transparent when you start moving.
That [don't walk off edge while on ice] was put in as a bit of a safety. Probably not needed though if it’s unintuitive
Taking into consideration the lack of an undo, I can see why it's there. If you do add it though, then I think being able to throw yourself off is good for the consistency(or at least it makes more sense to me).
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Thanks for the hints, I decided to give it another go. Though I couldn't make it back to the monkey room, the stone triangle room seemed to reset in a way so that all paths lead to death. And, the books also reset.
The hard ice puzzle was cool after the block was put into place. I was only solving half the issue before. Difficulty wise, I suppose this is a later area, but in most cases I think it's better to put more challenging puzzles off the main path to get a collectible(book) or some such. But the game seems to be built around an exploratory linearity, you have to do all branches. So idk, maybe that's just how this game is, where the challenge is more of a focus (some gameplay wise but more so with story right now). All that said, with an undo I think it will help make things more reasonable in any case.
Luckily the last few levels didn't need the other branch done, so I was able to do them and finish the game. Fun puzzles, though on the last one the bridge tile seemed pointless as I solved without using. I then re opened my save to try once more at the monkey level and found out that the stone block blocking the way was gone, and went through the door. Bad idea, now I'm softlocked for good since I'm in the bottom left of the puzzle and it can't be solved from here! Too bad for John.
I forgot to screenshot it, but I think my end game stats was 87%, spent the most time in the Bat Country.
-Canceling an Act/Attack also cancels the movement you made. In some cases that could be useful, but is overreaching by default. What I'd expect is just going back to the previous menu state.
-When making the fore wall invisible inside a building, like the smithy, denoting the shape of the doorway is nice so you don't walk into the wall like a dummy.
-I meet the bugs.
-I wish I could cancel out of the first layer of menus in combat so I can instead pan the camera to see the battle. I got into a fight while in a tunnel and I can't see any of the enemies.
-Blocking input while menu slide animations play is annoying. I want to be able to 'buffer' the inputs for the menuing or be able to press cancel and it immediately start reversing.
-I died to the big bug because I forgot about HP potions. Oddly enough, on respawn I was able to waltz in and take the sword without triggering the encounter. Oh looking at it again all the spiders respawned, at first I thought most of them were dead bodies.
-I can't seem to exit the tunnels, since the ladder takes me to the main menu.
New stuff is fun, combat is still a little lack luster though. Keep up the good work.
-There is the hardware mouse on top of the software mouse for some reason, maybe it's just me.
-Holy chromatic aberration batman. It looks hideous. [later] I can't seem to see it in this extreme again, maybe it has to be specific angles or it was bugging out.
-Wish I could shift to quickly pan. Also, the rotating with middle click is way too sensitive, I do a full rotation after < 10% horz screen travel.
-Building is half baked. You can place beds though wall blueprints and when a construction fails it removes the blueprint.
-I placed a cooking table but they're using it on the opposite side of where the workplace indicator states.
-Wish I could toggle play/pause with spacebar.
-I played for awhile and this happened at some point. The guy in bed is unconscious, the other is trying to hunt a cow but is stuck. An alpaca later slept in the other bed and he switched to kicking the unconscious person in the head repeatedly through the head board. I fixed it by clicking on the wifi/waypoint action. I also fixed the unconsciousness by doing that.

-Being in a desert and all my food and beds being taken by the animals(and building being annoying), I am relinquishing my village.
That's about it I guess. Keep up the good work.
Played previously, so I'm skipping to the new stuff.
-UI goes offscreen on 16:10 monitor.
-New tutorial starts off with like 4 tanks firing at you immediately, so before getting my bearings I already lost a squad and my B-26... oops. Maybe I miss remember, but I don't think the other tutorials start hot like that.
-Squad movement seems to get stuck more often than I'd think around tight turns(using mouse path shaping). Maybe a by-product of using similar pathing to the tanks.
-Now only the main tank and a squad of soldiers, luckily that one tank is busted powerful... I eventually finish the mission.
-I don't like how squads lose their outline when in a building. Just makes it more annoying to click on them.
-Clicking on a portrait or icons of a unit in the garage screen doesn't toggle inspecting said unit, which is mildly annoying. Also, not automatically selecting Modules or Crew on unit inspection is weird, it just seems like a no brainer(and maybe you could have it open to Crew if you click on the portrait then, idk).
-Minor point, but the reference to war crimes in the Mahiri description seems odd given the setting, it seems like there's so such thing in the current conflict.
-Playing mission 4, I told my tank to release a squad and they got squashed on sawn by their own take... I don't really get it. It did a shimmy so I guess there wasn't enough room and ran them over?
-Slightly disappointed with mission 4. I thought it would be a last stand then run, but after the initial wave I had to slowly look around the map to find the stragglers. Though it didn't help I lost all my infantry. Anyways, due to that it ruined the theme of the mission and made it feel like every other one.
That's it I guess. Keep up the good work.
-Text bubble on restart is a bit annoying since it pulls my attention away from the puzzle with filler phrases.
-Minecarts feel intuitive.
-Monkeys are alright, but they feel quite static, since they act like a wall all the time it's just a matter of moving around the slide maze to reach them with the head. After the two monkey head area I back track and go down the other path to do more minecarts.
-I can't walk left to kill myself after the bait minecart, feels like a bug? Though, I guess it's like how you don't walk off the edge unless you slide into it... still.

-Lack of undo is getting annoying. Unless there's a really good reason, it just feels like a waste of life to make me redo everything for one mistake in input.
-At book select, at least in windowed mode, pressing up/down to scroll the selection can make the cursor invisible.

-The 1/2 in the corners of the book feel kind of pointless, since it never seems to be longer than two pages? Also, these notes are so short that numbering them make them seem even shorter. And the numbers are a little too close for comfort with the actual text(spaced like it's the next line of text). So for all those reasons, to me at least it makes sense to remove them.
-I reach a gold block junction, so I guess I need to go back to the monkeys and finish them.
-If you look at a pit after sliding in from the right, there will be an erroneous prompt to put down the head, still there from first sliding in. Also get a prompt to put the head down if you fall down a pit that has a walkable tile directly in front of where you character would be looking if he wasn't falling. Also the prompt sticks around after a level restart.

-I can see the top of the save icon in the bottom right at all times... I hope that's unintentional because it's ugly once you notice. [later] Oh suddenly the entire icon is in view at all times, either it got glitched or previous was the glitch. [later again] OK it seems like if you spam room transitions it confuses the animation and it gets higher or something. It's now 3/4 up my screen... Actually it's more like a rounding bug, it seems to go higher even if I let the animation play in full before doing another room transition.

-Turtle powers. Not much of note, though the left/right sprites are shorter, so it's only like 1/4 of a tile tall when placed down. Not a deal breaker, but making it larger so it's easier to spot for an unobservant player could be nice.

-Ice blocks being unpushable on ice feels odd. Would help sell it if you did an animation where he runs in place, to show it's too slippery to get traction or whatever.
-I get stumped on the 1 ice block 5 icicles room.
-I backtrack and do the stone triangle path, get stuck on the monkey and minecart area. Can't figure how to get the monkey head without consuming the needed bridges.
Well that's enough for now. I remember enjoying the previous demo, this was good too. Having no controller support is ridiculous though.
Fun little romp, well mostly. The controls felt a little rough(too many actions on one hand) and I didn't see a point to using the slide move, especially since you can't use it while pressing forward for a speed boost. Also, it was a bit hard to tell but it seems like there was more input lag than what I'd expect from a game like this. Maybe it's true to its inspiration, though I wouldn't know.



