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Frag Time

Frag Time combines the highly dynamic movement of Quake with the fast and frantic enemy ballet of Doom · By Gemi Games

Some Feedback

A topic by baconation created Jan 23, 2020 Views: 191 Replies: 1
Viewing posts 1 to 2
(+1)

I played the game for about 30 minutes and noticed some small things that could be changed:

1. There are no animations for switching between weapons. A simple rise and lower for the weapons moving in and out would be better than them popping in.

2. There is no way that I saw to know what weapons you have when you first start playing. Maybe show a list of weapons and what keys they belong to at the start of the first wave.

3. The elements being opposite for the enemy color is not explained except through the damage difference. Might want to notify the player after they switch elements what the effect is.

4. It can be hard to tell how much of an effect you have on an enemy with each weapon. Floating damage numbers after a hit could give a lot of feedback to the player on weapon effectiveness.

5. Because the enemies move so slowly it feels pointless that I can gain so much speed from hopping around. An improvement to this might be introducing wall running or wall bouncing. Another choice could be to create a new enemy type that moves faster and can also jump.


To be honest I think the game is already in a really good state. The visual presentation (UI, graphics, effects, environment) looks great and the game play works well. I'm sure you have many more things to add to the game so if you need another review later on I am always free to take another look.

Developer (5 edits) (+1)

Thanks so much for playing and for taking the time to send me some good feedback.

There's a few points on there that will be in the game soon-ish hopefully but I'll go through your points anyway :)

1. I've been thinking about some kind of phase in/out effect like weapon switching in Metroid Prime. If it doesn't end up feeling right though I will probably fall back on a simple lower/raise.

2. This is also something I want in the game but adding the button prompts next to them is something I hadn't even considered. I really like it and especially since I would love this game to appeal to people who don't play arena shooters and that's a great way to encourage them to use weapon binds.

3. To be honest I've been a bit up in the air with the duel colour mechanic lately. Other than a decent enough back and forth between colours and ammo I find a giant explosion not hurting similar colour robots to feel kind of off. Tangentially to that, the shared ammo system will be axed as it discourages using most or all of the weapons while also lowering depth.

edit: Even more tangentially, this throws the game into disarray as to what exactly should spawn from the enemies. I've considered some kind of currency you could use to buy weapons/ammo/health in between waves although that sounds like a chore. Maybe the money can be used to buy weapons and maps in the menu system so you can unlock stuff as you play well by collecting all the bits. I think both don't sound amazing as a more immediate pay off that doesn't take the player out of the core gameplay would be ideal.

4. Definitely. Gotta love them 7's

5. I don't want to add wall running or bouncing exactly but I would like to experiment with some kind of non-standard movement technique. This would be in addition to wanting to also add Quake 4's crouch sliding to the game.

Thank you again for your post and kind words. I would definitely like to hear your thoughts again when the game reaches v0.3 maybe, thanks!

edit: grammer