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Hammer

Scratch that "Zoom-n-Boom" itch... · By RedRoryOTheGlen

Pain points

A topic by Xenovorous created Apr 03, 2023 Views: 168 Replies: 1
Viewing posts 1 to 2
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The game is wonderful so far. The animations and mechanics give a strong sense of physicality. The movement is nuanced and addictive. The destructible buildings create glorious moments where I barely have time to notice the city is falling apart. Thank you for nice tutorials, lots of options, and a simple but deep experience.

Here are some pain points. I feel that ironing these out will make your work go farther.

  • Load times. I see anywhere from 30 seconds to 3 minutes for the level to load. I think it gets worse the more missions you do on the same instance.
  • Aircraft AI. Either they ram into a corner immediately, or they barrel through buildings unpredictably at crazy speed. So either they look dumb, they're disproportionately deadly, or both, depending on luck. Maybe they could stick to clear paths near the streets, and fire laterally, rather than charging directly at me regardless of obstacles?
  • HUD contrast. Night is fine, but daylight is unplayable because I can't see the HUD. I guess that's customizable, but that's not something I should have to do manually just to play normally.
  • The "low health" siren. It's just too much. And when I die, it continues blaring annoyingly until the level finally unloads.
  • Stats UI. It took me days to discover there's more stats if you click & drag. Give me a scroll bar, and scroll wheel input.
  • Audio dropoff. The cockpit view is amazing, but suddenly the sound effects are really loud because the gun is right next to my virtual ear. Normalize the volume of player sounds out to a longer distance.

Here is my wishlist. I feel these are the most obvious next steps to make the game more complete:

  • Results screen. How far did I get? What killed me? Get me excited to go again.
  • Waypoint to the elevator. After the wave is over, there's a period of wandering around just looking for the hatch. I don't feel this adds to the experience.
  • Variety in the environment. In such a fast-paced game, regularity helps the player recognize what they're seeing... but a few more terrains and buildings will add a lot of interest.
  • More explanatory text. The 'body' menu has nice tooltips. Do that on the other menus. The multi-floor feature is cool but it took me days to discover it because I didn't understand what 'map length' means, so I left it on unlimited.

Keep going! Keep it simple! Take my money!

Developer

Glad you're having a good time and all good points!

  • Load times are kinda just the nature of the beast at this point due to the procgen terrain. I can probably mitigate it by using more premade rooms and such or offloading the work during gameplay, but that'll have to wait until I have to take a solid look at the mapgen again.
  • I'm definitely looking into the case of aircraft hitting map boundaries. Like giving them awareness that they're on the edge and preemptively steering away from them. You'll see some improvements on that count in a future update.
  • I can probably add a slight drop shadow to increase UI contrast during daytime. Then again, daytime isn't currently the intended experience so I might be a little slow on this. The UI sounds in general will be up for an overhaul soon-ish since the fade-in-fade-out delays were a newer feature.
  • Unfortunately, scroll wheel input on the menus was somehow broken by the gamepad virtual mouse update. Am still on the lookout for a possible fix. Will definitely throw the scrollbar in. No idea why it doesn't already have that. Mea culpa!
  • The cockpit view is really more of an experiment instead of something I extensively use so these things can take a while to fix. I can probably try a modifier that immediately edits an audio source's dropoff curve when spawned during cockpit view. No guarantees, it might have wonky results with certain audio sources.

RE: wishlist stuff

  • Definitely putting up a RESULTS screen once I get the mission loop straightened out.
  • Elevator waypoints and highlights will definitely be a thing in the near future, especially since I'm working on getting multiple elevators available in each block so you can pick a route depending on its challenge or reward. Ties into the mission loop.
  • The mapgen still has a ways to go before I just add MORE to it, so I'm trying to keep the stuff that'll need updating when it changes to be manageable. On that note, some performance issues might mean I have to cut the building destruction which is kind of a shame.
  • Noted on the menu tooltips. The menu layouts are mainly for testing and are due a UX pass in the future. Might take a while before any big changes happen on this front. In the meantime, I'll update the reference text file to include the MISSION LENGTH variable because I somehow forgot to make that change. Mea culpa!

In any case, I appreciate you taking the time to write this out. It helps immensely!