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Diluvian feedback thread Sticky

A topic by CrestHelm created Sep 14, 2018 Views: 365 Replies: 13
Viewing posts 1 to 5
Developer

Hello everyone! This game has been up a while on Gamejolt, but I though I would add it to itch.io as well. 

The game is still in development and I am always looking for feedback : D

How you enjoyed the early access version!

Hi! Just noticed you updated the title of the game. Is there a new build coming?

Developer

Yes. We are working hard on a new build we hope to have done  before the end of this month. So, In about two days :  D

Awesome, looking forward to checking it out! :)

Developer

Our latest build 0.9.0 is uploaded and I  am really proud of how it turned out. Check it out   : )

Hi! Gave it a go. It looks gorgeous! I'm a little confused though. I get that you have the weapons that reduce armor and the ones that reduce health but is there no way to dual wield them so that you have an armor gun in one hand and a health gun in the other?  I seem to remember you could do that in the old builds - manually swapping between weapons all the time seems a little cumbersome.

Developer

It is going to look even better when we got our custom textures in there along with some other visual tune ups we are working on. 

You can't duel wield weapons, except that the sword is always available to you  on the right click, so you always have a  way to take out weakened enemies ' the smash attack is also very useful for this -   you just need to get close to them : P 

 Q allows you to quick-swap between two weapons.   We have tried to make it as possible to do so in combat. 

Oh, I didn't realise about the quickswap and that RMB is always melee. Thanks for he heads-up. Will give it another go, that'll really help!

(2 edits)

This game looks incredible. I really dig the style you have going on here. 

WhiteBatAudio (?) music is amazing - I plan to use some of his tracks too. I found the transition between fight music and non fight music a little jarring.

I didn't bother reading any of text explaining the game to me. Not sure why... it was kind of washed out by the game.

I didn't quite understand the bullettime/hitstop mechanic when you kill an opponent. It was also jarring and didn't convey a sense of impact or a window of opportunity. I think it's because the player's movement stops suddenly.

Keep going I think you have something special in the making.

Developer

Thanks man!

The "hitstop" is just to convey that you got a kill - to make each kill feel more impact. We are thinking of having it as a frame skip rather then a time stop like we have it now.

Thanks for the feedback : D   

This demo has so much potential tbh.

Awesome sprite work, art style, music.
But why is the weapon swap speed so slow?
Why do I jump like I'm on the moon?
Enemies still hit me regardless of my mobility?

Very interested to see a new build of this, it could be awesome.

Developer

We completely agree  with you on the weapon swapping needing to be improved.  Mostly the state of it is because of legacy issues from the projects early beginnings. Moving forward it will be rebuilt. 

Enemies will   miss you depending on you speed, but  this mechanic can be made clearer. 

The moon jumping is by design, but will be tinkered with after feedback. 

Thanks for the feedback. Stay tuned, Diluvian  Ultra has just started its evolution : P

(3 edits)

I see a lot of potential in this, so much so that I made an itch.io account just so I could post feedback about it. 

The first thing I wanted to say was that switching between weapons is a bit too slow and has screwed me over a few times (swapping in the middle of combat from an armor-depleting weapon to a health-depleting one is essential for defeating most of the enemies in the demo anyway, so this could really use tinkering.)  However, I think it's a nice touch that you can always melee which makes this a bit less of a problem. It is still a pretty large one either way.

Secondly I think the knight-esque looking enemy who shoots hitscanning lasers is a bit too much of a nuisance. Like the other user mentioned, he ends up hitting you regardless of mobility (mostly). A solution would be making the laser less accurate and the laser windup lower. When there's a room full of these guys I ended up depleting my armor pretty quick simply because there's lasers allover the place. It does make them a priority target and they are easy to take down, but paired with the hectic nature of the other enemies it can get a little frustrating.

I'm a huge fan of everything else though. I love the movement in the game and the armor/health type weapons system is very interesting. Good luck with this in the future

Developer

Thanks for the feedback and trying out the game.  We agree with your points and are looking to heavily improve the weapon handling during the next step of the project. Not quite sure what we will do to modify the Marine and their lasers. But, we got some ideas.