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FEEDBACK

A topic by Nichola Humphreys created May 21, 2020 Views: 70 Replies: 6
Viewing posts 1 to 5
Developer

Please feel free to leave feedback here, as well as any suggestions you'd like to see in future versions! If possible, can you also include the version you played, thank you!

Just had a play around with V1.3, it's a really satisfying to play theme. Aesthetically I love the grain effect which really strengthens it's presentation! I've got a little feedback and just a couple of bugs I encountered:

- The tutorial is explained well, although I found the animation on the text made it a little hard for me to read whilst I was actually trying to play

- I experienced some stuttering with the player character, mainly stuck running animations, as if there was a collider blocking me, but changing angle enabled me to continue

- I thought a pause menu or function could be implemented, I actually got a phone call whilst playing and couldn't pause and get a high score!

- The core gameplay loop is great and feels fluid, but perhaps for extra replayablility maybe something along the lines of points multipliers for consistent shooting?   Maybe even some kind of upgrade system

- The effect on the bullets when they collide with objects is great, but sometimes I saw some would get stuck and simply disappear

- Shooting is responsive and I really enjoyed the fluidity!!


Really enjoying what you have so far, excited for the next version!

Developer

Thanks for the feedback Matt! I'll try to make the animation of the text slower and havie a gap between each sentence so there's plenty of time to read it. A pause menu would be a great idea, I hadn't even thought about that so that'll definetley be put in the next build. I hadn't noticed the bullets getting stuck so I'll double check the code and make sure they disappear just like the bullet that do collide. Glad to hear you're enjoying it!

This feedback is for V1.3 of the game! (However within the actual game itself it says V0.2 so just be careful with that)

Aaah where are the buns?!  It's really interesting to see how this game has changed, I'm really liking where it's at! Being a fan of monochrome myself (how did I get here), I really enjoy how this game looks. I'm going to list a few things that I  enjoy about the game and then a few things I feel could be improved upon (in my own opinion!)

What I enjoy:

  • The movement, having the player constantly chasing the mouse isn't something that's seen too often, it's different and it feels effortless which I really enjoy.
  • The enemy variety is good, having different types of enemies keeps things fresh! The enemies are also somehow really intimidating which is great!
  • The UI - it's not too complex and looks quite nice. 
  • The tutorial was helpful (as a tutorial should be) - however I would align the tutorial text with the middle of the screen and make it a little larger, with everything else going on inside of the tutorial's environment, some players may miss some of the  tutorial text. I would also consider making it so that the player must complete the tutorial before being allowed to play, as some players might just ignore the tutorial and then not know how to play once they get into the game.

Some things I think could improve the game:

  • I mentioned before how I liked the movement, which is still true, however when being chased by enemies I was finding it difficult to shoot behind me as I kept just turning and running directly into the enemies , maybe having some kind of way to easily attack enemies that are chasing the player could be something to consider? (Perhaps giving the player the ability to drop traps or bombs or such which would eliminate the enemies behind the player whilst the player continues to run and shoot the enemies in front of them)
  • The health collection orbs are good to have in as they prolong game-play, however, I feel like you should make the player work for them, maybe enemies could drop them on death?  I would also consider possibly changing  maybe either the colour or the appearance of them in a way that makes it more clear to the player that it's health, as I initially thought that they were ammo refills.
  • With the enemies, I feel that it'd be good to have some variety in what the enemies do.  Maybe having the medium sized enemies as rangers or something along those lines could be interesting to mess around with?  I also feel that the larger enemies should take more hits to kill - it doesn't really make much sense that the large enemies and the small enemies both have the same amount of health!

I'm really excited to see how this game improves! I hope my feedback is helpful, if you want to discuss it with me just drop me a message! :-)

Developer

Thanks for the feedback Ant, it is super helpful and I know they bunnies have completely gone, it's crazy!

I can see what you mean with shooting behind the player and I have a few ways to fix that so thanks for letting me know. With the health pick ups I'll try to spawn them on enemy drops then it becomes a risk and and reward, potentially the bigger the enemy the more health they give that way it gives an element of high risk/ high reward. Enemy challenge is something that I'm trying to improve on and surprisingly I had enemies that shot at the player I got rid of them so they'll definetley be coming back, same with the enemy health, that's actually something that other people have been suggesting too. I'm so glad to see that you're enjoying the process and I can't wait to see the final product of Monoshift too!

This is feedback for the V1.5 build. 

First of all - significantly less bunnies, I do like the change in aesthetic however. Its looking great! I'm doing to copy Anton and list what I liked, and areas I think could be improved.

What I enjoyed:  
  • I found the opacity fade on objects as the camera got close to them satisfying, the shadow change is nice too
  • Overall aesthetic is consistent and nice, the UI fits well with the background and makes the score indicators pop. 
  • The tutorial was overall helpful at contextualising and explaining the game.
  • Variation of enemies was nice, especially the huge enemies. When I first saw a mega foot it was a "wow" moment.
  • The juice was satisfying, good feedback on the actions the player does. Good indicators as to the change in health of enemies.
What I feel could be improved: 
  • The tutorial text was hard to read and focus on, I feel it would be easier if it was smaller. It felt like I was reading it character by character instead of word by word.
  • Small changes in direction dramatically slow the character down, meaning enemies can catch up with you much quicker, this ultimately lead to my death in the first play through.
  • Shooting felt very inaccurate, especially if the enemies were far away. This is since the shooting is based on the characters forward vector, but if it was based on the direction of the click relative to the players position in the world, it would be easier to aim.
    •  (clickLocation - player.transform.position).normalized - pseudo code example in case the explanation wasn't clear.
  • I want to be able to shoot backwards, since I spend most of the time with enemies running behind me, trying to shoot them involved sharp 180 degree turns, a quick click, then running back before I could get hit

Overall I think it's good fun, and I'm really excited to see where you take it!

Hey! I played around with the latest version (1.5) and I gotta say, I love the game, it's a lot of fun! It's aesthetic rocks; the colors, font, and overall design feel great and look great! I loved playing your game, it was lots of fun, especially when I'd build up a group of enemies to trail and take down several enemies at once with the special felt incredibly satisfying. The enemy variety was also really nice too; like when one of the HUGE dudes showed up, my jaw dropped. I think that it would feel a bit more satisfying if the medium and large enemies took more than one hit to kill. Something that large going down in one hit was a little underwhelming.

Also, the running animation I hafta say looks fantastic. It looks and feels really natural and the way the animation slows with the change in momentum when you turn also helps to make it feel realistic. It's a little unrelated, but sometimes I did find myself getting stuck on the big, North-most rock for a moment after bumping into it. The way the rocks fade out when the camera goes into one is a nice feature as well. It would be nice as well if the direction you fired in followed your cursor rather than the way the character's facing, though. I think it'd feel more fluid for the gameplay as well as accurate overall. 

Lovin' what I'm seein' though. Keep it up!