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HyperParasite, is our hardcore rogue-lite too hardcore?

A topic by Troglobytes created Oct 07, 2018 Views: 697 Replies: 8
Viewing posts 1 to 3

Hey guys,
we just released a playable Pre-Alpha Build of our upcoming game HyperParasite:


HyperParasite is a relentless twin-stick shooter/brawler with rogue-lite mechanics set in the roaring 80s.

We are very well aware that it's a niche game (rogue-lite with retro aesthetics), and while we're getting a lot of positive feedback from the players, we're also receiving the most diverse feedbacks about its difficulty level.

It would be great if you could try out the free Pre-Alpha Build and let us know what you think about this matter.  Do you think it's too difficult even for a rogue-lite?

You can get your hands on the Pre-Alpha Build here: 

HyperParasite Pre-Alpha Build on Itch.io

Thanks!

love to demo it and feedback on it but can't seem to get it to download.

What problem are you experiencing?

It doesen't download the game.

Any pop-up blocker? Just tried from two different systems and it works fine.

(1 edit) (+1)

Yeah it was pop up blocking me, downloading now.

(1 edit)
  • I think this needs some easing up before throwing the player into too complex situations. Steadily building up confidence in the player with the mechanics. If you have played something like risk of rain it's a very simple engagements at first but it rapidly increases into super hard. I'm sure this game can go harder i don't doubt it. The big Upside and downside is that you have mechanics that are very unique to their application thats really good but its also kind of confusing at first becasue there is the game you play steering switching bodys and picking what to do next brawling with the map you are in and the enemys, It's fine, you understand it after a while of course But it feels a little frontloaded i felt comfy with characters that mimic the tutorial at the beginning so i could play and get my bearing.It feels like you just learned how to steer a skateboard and you demand them go to the X games, It's funny from a devs perspective but is it fair for the player? It's a roguelike so it's probably the point.
  • Your presentation is great for the most part, Audio ques are great, game feedback is spot on you are very clear with what the limits are and when things happen you even pause the game when you are infesting a human. However the parasite is pretty hard to see what direction its facing you have arrows for the humans showing what way they are facing but not the parasite it's a faceless blob maybe help show what direction the Blob is looking with out pressing a button.
  • the looping music in the tutorial was kind of aggrevating when you are learning the mechanics (i could tell exactly when it looped it's a little too short). 
  • I dident like how in the tutorial you mixed the keyboard inputs with the xbox controller inputs in text. I would really like graphical prompts instead of text It's easier to read. Mixing Trigger icons and As and Xs in the tutorial would be super helpful and will get me into learning the game faster.
  • Make the player progress in the tutorial so they feel they accomplished something,The tutorial is for learning but it's honestly the first thing most people will play of your game. So make it be a bit of an experience aswell.  Don't skimp on tutorial have them play an arena battle properly.
  • The Dodge roll feels clunky when you play the actual game. I think it's becasue the animation of rolling plays after the dodge is done.  So he kind of spins in place. and that casues dissonance
  • The update prompts for bosses and such could be shown at the middle of the screen. I think i missed most of those messages even if you prompt people at the middle of the screen people will miss it but the chance is a lot smaller.

It's hard to give more feedback. most of it is nitpicks and some things i might be missing some context, however i don't see a problem with those things either they dont bother my experience so to speak.

this is a very well made game with an interesting little twist. it reads well it's hectic and it feels  like you know what you want out of this game, so i can't really add anything more.

wish i could help more but that's what i get out of it.

Wow, thank you very much for your feedback, it's very detailed and super useful. I'll try to elaborate on your points asking for some more feedback (if you don't mind).

I think this needs some easing up before throwing the player into too complex situations. Steadily building up confidence in the player with the mechanics.

Do you have any suggestions about how we could go to do this? As you pointed out, having such a twist (body snatching) in this kind of game may be confusing at first; we need a proper way to let the player get used to it.

However the parasite is pretty hard to see what direction its facing you have arrows for the humans showing what way they are facing but not the parasite it's a faceless blob maybe help show what direction the Blob is looking with out pressing a button.


You're right, we'll add some visual cue to communicate the Parasite rotation

the looping music in the tutorial was kind of aggrevating when you are learning the mechanics (i could tell exactly when it looped it's a little too short). 

Agree. The current music is just a placeholder.

 I would really like graphical prompts instead of text It's easier to read. 

This is already fixed in the new version (we'll upload it as soon as possible).

Make the player progress in the tutorial so they feel they accomplished something.

Can you elaborate on this? What could we do in that direction?

The Dodge roll feels clunky when you play the actual game. I think it's becasue the animation of rolling plays after the dodge is done.  So he kind of spins in place. and that casues dissonance

We'll check this out.

The update prompts for bosses and such could be shown at the middle of the screen.

Yeah, but what about local co-op? We put them on the side of the screen because when you're in co-op they would be quite confusing about what player they're referring to...

Yeah, but what about local co-op? We put them on the side of the screen because when you're in co-op they would be quite confusing about what player they're referring to... 

I was not playing co op. and my private experience should probably be a bit different from a Coop experience.  But you know what It's not a big problem, However if you have prompts that says "Cleared" "Big boss approaching" something along those lines just put it straight on the screen. If both people can get that information and use it, it's valuable right.

  • another point was when i finished a room i usually thought i needed to find a way forward then i went back and after that i went to far and then i realised there was another door back 2 rooms i went trough that would let me proceed. I guess this game has some form of procedurality to it's level design,  I wonder if this acts against your design a bit. somethings that guides you to the next area wouldent hurt actually in this game. Since i just want to get into the next encounter.

Do you have any suggestions about how we could go to do this? As you pointed out, having such a twist (body snatching) in this kind of game may be confusing at first; we need a proper way to let the player get used to it.

  • This is why the tutorial is very importent you have to teach how the game is played. 

Make the player progress in the tutorial so they feel they accomplished something.

  • Well introducing concepts you want to teach in a very natural way that makes the player move forward, no one wants to go back after having moved forward. getting cash. Buying items. It should be like a vertical slice of the game  where you show how everything works together. If the game doesen't use puzzle mechanics don't teach them stuff like that either. it's not important, When i played the take over enemys and actually fighting is something that needs to be driven home it feels a little complex. tutorial is hard becasue you need to teach What your game is, aswell as making that tutorial not feel like sitting in school. 

Im not entirely sure if that helps but.