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KARLSON

Parkous-fps, Milk-Induced action shooter 路 By Dani

Ideas for the game

A topic by Kunningkinq created Jan 18, 2020 Views: 1,695 Replies: 42
Viewing posts 1 to 17
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This is a post for constructive criticism for the game. Let me know what you think could make the game better with your ideas and thoughts

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Ideas:

  • A sniper- Sniper are a very fun a satisfying gun to use especially if you could incorporate a quick scope function. (An example would be the sniper in Krunker.io it is super satisfying with a bullet trail and quick scope function)
  • A trick shot map- A trick shot map would be so much fun especially with the rocket jump and if you add a sniper in you could make it where you have to meet a certain amount of criteria (Example: 360, rocket jumping off and a certain time in the air etc.) 
  • A multiplayer mode- You can only play so much by yourself until you get bored but you could play for hours on end with a friend. You could add a race mode where you try to get to the end first and you could add a 1v1 sniper arena. 

Thank you for reading this post let me know your ideas for this game to make it even better than it already is.

hello fellow krunker.io player

:)

lol i think you really love snipers XD

Yeah 馃槀 I do

Ah i spot a krunker player.

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I think there should be different sounds for the shooting, and more maps. I think another good idea would be a boss protecting the milk so it鈥檚 harder to get the milk (just the milk on the final level)

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I like the idea of boss levels it is a very good idea. 馃憤馃徑

I think mantling would be a good addition to the game as well as having the wall run go in the direction you are facing. Idk if it was just me but the wall run always seemed to go backwards which made it hard to predict the movement. Also, maybe tune down the bounce when you hit a corner while wall running.

What does mantling mean?

When you hit an edge the character will grab it. So if your toes hit an edge you will go onto the platform after an animation. It would make the game less punishing to lower skilled players but still would slow you down and cancel momentum which rewards the higher skilled. 

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That would be super cool and a bunch of people would like that since people do speed run this game. Great idea :)

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There should be a BOSS that is a cow, trying to protect its milk.

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yeah bosses for levels would be super cool and should be put in the game 

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I feel like the actual movement should be more refined, like jumping from sliding, and general level design doesn't lend itself to being as smooth. for example, the first platform over lava in Escape 1 is impossible to jump onto without wall running, however, in my attempts, wall running almost always didn't leave me with enough time to slide to conserve momentum and then jump again. If the platform was slightly longer, there would be more space to perform smoother maneuvers. Escape 1 also had small platforms over lava, which is fine, but they're small enough to make it very frustrating to jump from one to the other because jumping doesn't jump soon enough, and you just slide into the lava. Of course, I'm not a very good player, so anyone who can slide and jump on this platform please, let me know. 

Second level I sort of didn't get was Sky 0. I get using the shotgun to get up, but then the four enemies always kill me, or I use the shotgun and get blown off the platform, or hit a barrel which shoots me into the abyss. It seems unnecessarily hard for a level 0. 

I also just think escape 2, with the grappling gun, was made way too easy with walls. I can ignore the entire map with grappling to walls. With that being said, I think a level like that should be entirely in a straight line, because the corner in the level didn't make sense to me movement wise. 

In the controls department, mouse movement seems way too under sensitive. I pushed mine to three and it still is not as responsive as I might like from a game about speed and jumping. Jumping also seemed to not work from sliding, as I talked about above. I really want to wall run, jump off, slide, and quickly jump again as soon as I can. There's a big chance it's just me not getting the timing right though.

Things I do like are the weapons; It feels awesome to use the grenade launcher and getting an Uzi over a pistol feels gratifying because you can actually hit what you're aiming at. I don't like getting them from enemies as much, though, because the only way to kill your first enemy in each level is to slide into them. Perhaps a way to melee enemies instead of sliding would be an improvement. 

That's just what I've been experiencing. I know I've said quite a bit here, but I really do enjoy the game even after only playing it for a bit. Control tweaks would make it endlessly more fun, and the game can only go up from here. 

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I'd definitely agree on the mouse sensitivity having a higher ratio, you gotta crank that sucker real high. As for level design and control smoothness I think that's just more your skill as a player that you are struggling with. 

In escape 1 you can run to the right wall, wall run and jump, slide (using crouch) on the platform sideways but still looking forward and then wall running and jumping off the left wall. I can typically get to the second room with that maneuver in under 7 seconds.

As for being able to skip the level with the grappling hook, I think that's the beauty of the game and some of the levels is it allows the freedom to take different routes or try different things to get to the goal.

Maybe if Dani wanted a more linear difficulty for his levels he could try implementing an objective system or level proficiency system where like you can get up to 3 stars for each level and maybe one of the stars for escape 2 is to use the grappling hook for a limited amount of time or xyz but I don't think its that out of the ordinary to not have a linear difficulty in a platformer game. 

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After more practice, that section is no problem at all anymore, thanks! the key was to keep looking forward.  My main issue is the red platforms in the lava now, as far as levels go.

I didn't look at it that way, I agree. A player can choose their route. Implementing some sort of system that rewards players for both finding a different path, and for doing certain goals certainly would be interesting. Perhaps the more stars you get on a level, the more upgrades you could get in a theoretical shop? Or even cosmetics for enemies, or fun goofy things. (BOBBLE HEAD ENEMIES) 

Tweaks to movement would very good. At sometimes movement seems to be a bit clunky. A good comparison to smoothness in movement (similar to this game) would be Krunker.io the player models are about the same and the movement is smooth. Also Krunker.io also has an ability to B-hop by jumping and crouching when you are about to hit the ground. Overall great idea! I hope the movement is tweaked a little

yo if you time your jumps right you can jump over the lava tho

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sorry dude but i think you just haven't spent enough time with the game to get the mechanics down,watch some speedruns and you can  see with practice you can blast through the levels at warp one.

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I have some suggestions. First off I think it'd be cool if you could give us the feature to save our times in-game so we don't have to write it down somewhere. Also it'd be cool if you have in the options a way to turn off that red dot when grappling. You could also add it where you can pick up things even with the gun in your hand. Also like what someone else said different gun noises for each gun (doesn't have to be vastly different but just a little). Some ideas for levels could be like a sci fi themed with space guns and space like things. Maybe some weird gravity things and alien monsters. Also where your level selection you could add like a way where levels are different worlds (like mario). So for example you click an arrow to go to the sky levels ect. Another idea for some levels could be where there is 0 lighting except for the platforms which are like neon green and you can't see the monsters so you have to try and guess where they are by the direction of the bullets. Plus please add more grappling levels those are honestly really fun. Keep up the great work! Looking forward to the creating maps aspect if you can get it working! Plus one more suggestion when you get it on steam you should add it where we can compete with our friends to get better times or something of the sort.

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There needs to be a button to hold down for wallrunning, rather than it being instantaneous (shift key doesn't seem to be used for anything, why not make it that?) . There where quite a few times where I was trying to slide down a slope or land on a platform, only to accidentally wallrun on the wall next to it.

good idea 馃憤馃徑

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If you are planning to make more button keys, probably make a keyboard settings so that we can change the button locations to our desire so that we can play more comfortably (or/and better). Also, on Escape 3, the ramp behind the last door actually blocks the door sometimes when you try to push it. Can you please fix that?

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Being able to key bind would be super cool

yo you can already do that

Yes but a system in the game would be much nicer

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I think it would be cool if there was a jump map. (I.E. rocket jump map from TF2)

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Hell yeah dude

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or when custom mapmaking comes out 

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people will make multiplayer jump maps

1 upped

Add strafing in the air would be great you could better control rocket jumping like tf2

Yeah that would be cool

To not get stuck on dead bodies, maybe make them lighter when their dead or easier to push around cuz i always get stuck on them and it's kinda getting annoying

If I could climb some stuff it would be good.

game is awesome 馃憤, for improvements

1. Kill count for each level so we can run 100% category

2. Would be nice to be able to change control set up

Yeah having to actually kill each dummy not just getting the milk would probably be harder but more fun great idea

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a multiplayer mode :) and if you want add more gun slots and melle weapons :)

馃憣馃徑