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Fun Arcade-y game

A topic by aaron7eleven created May 20, 2021 Views: 121 Replies: 3
Viewing posts 1 to 3
(+1)

I like the game a lot. A little challenging but rewarding when you get the hang of it. Definitely has a lot of potential. I do have some feedback so please let me know the best way to provide it. :) Great Job!

Developer

you can leave feedback here, no problem :)

Cool!

  • The gun variety is good. 
  • I would have liked to the ability to switch weapons. 
    • There were times where I didn't really need or want use the shotgun or assault rifle. 
    • I would rather save the ammo for when I really need it.
    • Their is a game design/strategy argument to be had here if you are trying to emulate a more traditional arcade style and what your goals are
      • I am basing my preferences on what other games and top down shooters have done
  • When picking up a weapon that is already equipped, it would better to add the ammo to the current weapon rather then let me run out of ammo from the first weapon pick up and then start using the ammo from the second weapon pick up.
    • I found myself be conservative with the ammo only to realize that I had more without knowing
  • I also to have liked to have know when pickups were going to de-spawn
    • There were some case, I would have prioritized them slightly earlier to get them. It happened a few times that I would approach it and have it de-spawn right in front of me and leave myself vulnerable because my tactics were based on me getting it.
  • The enemy type and quantity through out playing does give a nice gradual difficulty curve
  • The enemy spawns can be unforgiving when you are in the back/far half of the game area or map
    • Most of my deaths came from an enemy come from the bottom to the top
    • The smoke is good for indicating the spawns. However, It does masks enemies later in the game, leading to me dying to an enemy I couldn't see.
  • It is unclear what the orange spheres do.
    • I think they increase your movement speed
  • It is difficult to get back into game after death because the initial gun is very underpowered and the enemy spawns so high later in the game
    • A solution to fix this would be add a buff to the player to help them get back into the game
  • I think the idea of an AOE weapon like a grenade would be nice addition to clear area
  • The triangle on the aiming line is a nice addition to see where you are pointing your cursor
  • I would have like to have know how far the initial gun (baby gun i think) can shoot based on the "aim line and triangle cursor"
    • I thought it would keep bouncing until it hit something on to see that it de-spawn right before it
  • I thought the grey things in the back and side of map were doors and was trying to go through them
  • I like the character player and the art style
  • The cats are lovely :)

Overall, I am very pleased with the game and observe some tiny changes to what I see making it better. Hope this feedback serves you well.

Developer

"The enemy type and quantity through out playing does give a nice gradual difficulty curve"
this is the only thing I really strived to achieve. the combination of more ghosts per time, and fewer 1 ups per cat lead to a nice natural acceleration of game intensity for each loop, thank you for feeling the same way.


the gold orbs make you immortal :), you are also immortal when you respawn. There's a lot about the game people might not understand right away, but some things I just didn't know how to convey with fewer words. You know the green button on the game over screen updates your highscore name right? (another player had no idea until I said)


I will admit, the player and cats are from some monthly free content packs hosted by epic, low poly cats and stylized customizable character pack, iirc. I can take no credit for their awesome ability in 3d art software... maybe you can tell I made the ghosts myself :(...


I thought about having ammo be added to the current weapon, and to implement switching, but I had already rewritten the code to deal with the pickups twice over and I felt the kind of carpe diem feel of maybe missing out on something to not die, or making a power weapon go further was good for me. same with the coins, most of them will just de-spawn. if you must know, all powerups are alive for 10 seconds after they spawn (probably about 8 by the time they hit the floor). as for the baby gun being weak, I might make a build where collecting the sidearm sets it per game instead of per life, but idk... the challenge is half of the fun, and the easier the game gets, the less fun it will be... but I get that getting a new gun when you're 3 minutes in can be a grind.


the grey things at the sides of the map are doors, they are locked :)


the baby gun range might get increased, I'm not touching the cursor code for fear that it melts in my fingers :))


thank you so much for playing the game and your feedback, it's very important to me and it must have taken you some time to go through. thank you again!