Thanks, leafo! Much obliged!
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Thanks, leafo! Much obliged!
When It Hits the Fan is an action arcade twin-stick shooter for PC and arcade that you can play with a friend that was inspired by many classic arcade and SNES/Sega Genesis era games.It features four apocalyptic zones including:
- Zombie infested City
- Robot controlled Laboratory
- Demons in Hell
- Mothership filled with Aliens
Don't be jealous, your style has its own merits was well like better explosions due to the nature of particle effects.
I'm not entirely sure what I mean by sticks to the ground.
Score is mostly for the arcade anyways. I'm honestly lost when it comes to score balance.
Yes, it ends on a bonus stage due to it being a demo.
It is basically complete! It goes on sale Sept 19th, but yeah I'm aware of the color issues. Unfortunately I've been without an artist for quite a while. The next best thing I could do is darken every tile that is a ground tile and see how that comes out.
As for the mines, I did improve them more than they were originally, but maybe they need to blink faster to show their threat level?
Easy mode currently only slightly reduces enemy walking speed, reduces enemy spawn rate from spawners, and makes some boss patterns slightly easier. Any suggestions on additional things I could do?
Super cute artstyle! The controls for the menu were a little uncomfortable. I feel it would be better if you could switch items without having to pause somehow. Scrolling wheel felt fine for that, but then you'd have to sacrifice your camera control.
As for the gameplay, I felt that after knocking out a wolf, it should stay knocked out if you try to run by it, or at least stay dazed longer so you can walk by it in enough time. Also a dizzy icon above the wolf would help a bit too. Great demo!
Looks and plays fairly nice. Some of the fights feel like you should be hitting the enemies, but you pass right through them and get wrecked. Perhaps make the player attack hitboxes bigger. I think the default speed is a bit slow despite the run button.
The menu is pretty great coming in the sides. I think this game has some great potential with some sound effects and perhaps better player control/attack hitboxes.
Nice meme game.
No really, it's actually pretty good despite the obvious intentionally bad stuff like lag from thousands a particles per kill and intentionally bad graphics and textboxes. Unironically fun at parts too
Very cute and fluid animations for the MC. The snakes, centipedes, and water spouts should probably cause some screenshake. I wasn't able to remap my controls in the remap screen (arrow keys would've felt better imo for movement). I wasn't able to use an xbox360 controller to do anything but exit the game when next to the exit door. Overall a great start!
I picked this game out because it looked cute. The battle system was really fun! The only downfall is that most of the time I felt I was missing out on what was going on up top because I was so concerned with what was going on at the bottom. Great game! Can't wait for the full release!
Thanks for the review. I recieved the crash log and have now fixed the bug and uploaded a new build. I'll work on the holding a direction after a continue as I fixed something similar recently. Fullscreen mode is currently just "windowed maximized mode" and not true fullscreen. I can add that option sometime.
Thanks for the reply. I haven't used my PS4 controller to test it yet so I'll get on that and try to correct it when I have the time. As for the fullscreen issue, it should be fullscreen in borderless windowed mode. What OS do you have? I'll see if libgdx has any particularities with Windows color settings in different versions.
>the gameplay loop of serious sam + smash tv - level/enemy design just isn't fun
Tons of people disagree and that's okay. This is entirely subjective. It's already a compliment to be compared to Sam and Smash Tv
This part is useful to me, thanks! What controller are you using exactly? I've only ever tested with an Xbox360 controller. I've never experienced the "player 2 - reversed controller" bug that you describe. And the game closes with the escape button + Q, or start then back on 360. It's always been that way.
>to be frank...
I'm in the process of finishing it up. If some people don't like it, that's fine. If most don't, I'll try harder on my next one.
Thanks for the comments!
On the cons: I've only seen or heard of that big white square happening during recording or streaming, but that's still an issue I'll have to look out for. The slowdowns are similar. Only ever during streaming/recording, especially with OBS.
You may have had trouble with the difficulty because you started with the lab, which is the 4th stage in the game (zone 2). Thanks again for playing!
Pretty neat and very difficult. Maybe have a slower introduction, but it's not necessary if you want it to only be a hard game (since it's so short). I disagree with armo on the PC version not needing to hold down. Pausing by letting go was a fine feature even for PC. If you want to please both, you could have a toggle option somewhere.
You know about these two issues, but chronicled here in case you want a permanent log: Error on loading with Firefox; lag first time you drag on Chrome.
Great short game. Go publish it on the android store or something!
Surprised this much is possible in libgdx! Very fun (especially compared to last demo day). If there's a way to press the button at the end it should be more obvious (I tried all I could think of, especially the default 'E' for FPS's). I did get it to press, but I'm not sure which button it was.
I think the controls can be simplified by a lot. It would feel a lot more comfortable with the directional arrows and X as jump, C as pick up, V as turn on/off, and box pushing just be the default action of running into boxes. Too many controls will turn people off.
As soon as I went down the slope in the beginning I couldn't see anything. After flailing around a bit I found myself in a lighted area and killed a few enemies. Fell through the ground a few times too.
Pretty difficult to tell what's going on with the controlls, how to tell when you can use skills (felt like I couldn't use any of them when there were enemies nearby, but I could when nothing else was in sight), and moving 5 characters was a bit frustrating especially outside the dungeon looking area. This thing has potential and it looks charming, but please increase user friendliness!
Things to improve:
* with the exception of controller controlls, there shouldn't be 2 dodging buttons for each direction. It should probably be one button dashing in the last direction you moved or are facing (whichever feels better). I would be fine on controller on the trigger buttons though.
* respawns shouldn't happen for a while until after you've killed a mob, at least until you leave the screen. You can't utilize the dodge back at all if the mob is just going to be back where you started your last fight.
Pretty fun, but definitely less hard than the last demo I played of this where the character was slower.
Though frustrating at some points (third stage) it was pretty fun and cute. I would recommend having save points always be in the same room you die in for less frustration with the exception of multiple room puzzles.
For what it is it didn't really have any flaws (besides clipping into the floor of the catface tiled roof falling into the castle below). I really liked how flawless the platforming felt. I never felt that I'd misjump or misstep anywhere. Shows a lot of promise
Took a little bit to figure out what to do, but as I got into it the bullet hell segments made it very fun. There were some unavoidable parts (nearly) such as circles all too close to advance. The screenshake was definitely WAY too much. Great game otherwise! Keep it up!
Pretty amusing take on pong. Not much I can say on improving it except maybe giving it a largely obtuse scoring system (like 1 million +- 500,000 points per hit at angles) and bonuses for tricks "tricks".
I didn't get very far (wave 4), but the game is very unique and cute. Love the idea! My biggest suggestion would be an easier way to move the skeletons to where they need to be (though I suppose killing them, moving them, and reviving them was the intended way?).
Pretty solid game! Great pixel art and animation. The only thing I'd consider is maybe a jump to make it easier to dodge the bullets that come at hard to dodge angles. Maybe improve the block graphics as they look somewhat plain compared to the rest of the art. And particle effect explosions when they break!
Wow, lots of promise in this one. Unfortunately the gameplay trailer and frankly most of the in game out turns me off a lot. The comissioned character drawings are absolutely adorable. You'll need to practice more to improve your in game portraits (which are okay). The in game character sprites and enemy sprites usually look pretty awkward honestly and the tile work needs a lot more detail. The arrow projectiles also need to stand out a LOT more. They're about the only things that hit me because I can't see them.
The gameplay on the other hand is great. The enemies seem varied enough and the bullet hell aspect is something I'm starting to see in a few other games, but also works well in this one. I hope it becomes a fad. I tried playing as each of the blue team characters up until the crypt (which is all the time I had to play for now).
Looking forward to what this'll turn into going forward.
Gameplay felt a bit more fair compared to last time due to the increase in player hp. Everything felt good on the xbox controller though jumping is still a bit awkward. Still hard as hell too.
When I started it up in the hanger, it made to excited to start playing this game (although the text in the descriptions could go offscreen; just do a quick check to make sure the bounds of the rect don't go outside the screen).
When I got to the actual game and started firing and saw how slow the bullets were... it instantly turned me off to it. You really need fast bullets for a fun shmup. The enemies also were nearly impossible to kill unless you had bullets already firing at them before you could see them since their constant barrage of bullets and immovable states kept them invincible from the front. Just speed the player bullets up, and vary the firing speed waiting intervals for the enemies (and make them move).
With the customization options, this game has some hope.
Looking and feeling good. More than anything right now you need enemy and player knockback when each take damage. The simple flashes when you hit or kill an enemy (especially kill) need to be improved. It'd probably be good if you did something similar to the gameboy zeldas with the little "explosion flashes" they do.