Would love a mouse sensitivity option. Seconding that it could use some checkpointing too. I died twice trying to grapple into the turrets and slice them up instead of just shooting them, like a person with more than one brain cell would. That’s entirely your fault though, you gave me a samurai sword and grapple hook at the same time, how am I supposed to resist that??
great job with this - the movement is fluid, the combat feels great (especially the Frontier Blade). i also liked the "smart gun mode" and how the game rewards you for engaging in the combat. and yeah, the visuals are top notch - great sense of style and overall cohesiveness. all the neat little details (like the the debug-info-as-cyborg-interface-readouts that's been pointed out by many already) really do add up to a consistent, rewarding experience
two things i'd like to critique just a bit :) one is the lack of saving / checkpoints. the game is quite long, and getting killed by a stray turret bullet and then having to redo everything up to that point can become a bit of a stepping stone. two is the light but still noticeable eye strain effect - the lower resolution combined with some striking colours, visual glitches and loads of motion all contribute to that and it did affect me a bit even though i'm not prone to problems on this front. while i totally get the need for visceral visuals and how much that affects that nebulous "game feel", this is something that might need tinkering with (i believe this has been mentioned in another comment too) (though my game kinda sorta suffers from the same issue so who am i to judge lol). i'd say having an option to reduce the overall "visual intensity" would go a long way (at the very list that's what i'm planning on doing with mine)
but yeah, this game works great, feels great and runs great - it's amazing how much you have accomplished over a very short period of time, and i'm hoping this will build towards a fully-realised experience in the future. great job!
Loved the movements of this game! How did you do the character controller? It remindes me of dani's, which is what I'm using on my game too. I also want to make some dash in my game as well
Pretty difficult, wasn't able to beat it in the first sitting. And that's a compliment, I like a game that can beat me. The UI and presentation was absolutely marvelous, the debug info felt perfectly at home with the sci-fi aesthetic. I think possibly the best little subtle detail was that, despite the mostly-desaturated and same-y color of the environment, the enemies pop out because of the glow, and that's super-cool.
I think there could definitely be some options for accessibility. A couple friends watching had to tab out because the visual flickering was a bit too much, and the ability to save (or at least some checkpoints) would likely help out a lot in the long term.
Grappling hook is utterly sexy. Swinging around is wonderful. Think there could be an indicator on the hud for when something is in range to be grappled? Maybe the dot in the center of the HUD isn't there when it isn't in range, appears when it is?
Y'all did an absolutely fantastic job. 100% one of my favorite entries to this jam. Well done, pat yourselves on the back, and I'm eager to see if you guys plan to expand this further.
Ah yeah something I really wish we had time to do was to improve the messaging and ux. The switch for the second force field requires you to slide under the wall opposite the cubby holes.
As well as I’d like to maybe bring the difficulty down a bit or maybe make the damage less punishing.
I quite like the high difficulty, it gave me a good amount of tension when I was facing enemies, and I will probably feel very proud if I manage to finish it despite the challenge^^
Comments
Would love a mouse sensitivity option. Seconding that it could use some checkpointing too. I died twice trying to grapple into the turrets and slice them up instead of just shooting them, like a person with more than one brain cell would. That’s entirely your fault though, you gave me a samurai sword and grapple hook at the same time, how am I supposed to resist that??
But yeah, definitely some fun mechanics.
great job with this - the movement is fluid, the combat feels great (especially the Frontier Blade). i also liked the "smart gun mode" and how the game rewards you for engaging in the combat. and yeah, the visuals are top notch - great sense of style and overall cohesiveness. all the neat little details (like the the debug-info-as-cyborg-interface-readouts that's been pointed out by many already) really do add up to a consistent, rewarding experience
two things i'd like to critique just a bit :) one is the lack of saving / checkpoints. the game is quite long, and getting killed by a stray turret bullet and then having to redo everything up to that point can become a bit of a stepping stone. two is the light but still noticeable eye strain effect - the lower resolution combined with some striking colours, visual glitches and loads of motion all contribute to that and it did affect me a bit even though i'm not prone to problems on this front. while i totally get the need for visceral visuals and how much that affects that nebulous "game feel", this is something that might need tinkering with (i believe this has been mentioned in another comment too) (though my game kinda sorta suffers from the same issue so who am i to judge lol). i'd say having an option to reduce the overall "visual intensity" would go a long way (at the very list that's what i'm planning on doing with mine)
but yeah, this game works great, feels great and runs great - it's amazing how much you have accomplished over a very short period of time, and i'm hoping this will build towards a fully-realised experience in the future. great job!
Loved the movements of this game! How did you do the character controller? It remindes me of dani's, which is what I'm using on my game too. I also want to make some dash in my game as well
Hey thanks for playing!! if you want to see how it’s done XD heres the source
https://github.com/peterino2/ribeye/blob/integration/ribeye/Assets/Scripts/PeterFPS/PeterFPSCharacterController.cs
but uhh fair warning this was 100% code-by-instinct and just coded whatever the playtesters asked for at any given time.
Pretty difficult, wasn't able to beat it in the first sitting. And that's a compliment, I like a game that can beat me. The UI and presentation was absolutely marvelous, the debug info felt perfectly at home with the sci-fi aesthetic. I think possibly the best little subtle detail was that, despite the mostly-desaturated and same-y color of the environment, the enemies pop out because of the glow, and that's super-cool.
I think there could definitely be some options for accessibility. A couple friends watching had to tab out because the visual flickering was a bit too much, and the ability to save (or at least some checkpoints) would likely help out a lot in the long term.
Grappling hook is utterly sexy. Swinging around is wonderful. Think there could be an indicator on the hud for when something is in range to be grappled? Maybe the dot in the center of the HUD isn't there when it isn't in range, appears when it is?
Y'all did an absolutely fantastic job. 100% one of my favorite entries to this jam. Well done, pat yourselves on the back, and I'm eager to see if you guys plan to expand this further.
Nice feeling UI, samurai sword is awesome! I also like the sprint speed effect.
very nice. mad effects and the stats on the screen made it very cool and cyborg-y.
gg
Okay, now this is just a lot of fun! I loved it.
Thank you!! Your game was sweet too!
I like how the "debug overlay" fits the game theme xD
Very cool aesthetic, and the weapons feel quite good to use. It's impressive how much content and polish you managed to get during the jam, congrats !
Gave me some nice Quake / UltraKill vibes.
I'm a bit sad as I got stuck at the part with the laser, I couldn't find how to open the second force field :(
Ah yeah something I really wish we had time to do was to improve the messaging and ux. The switch for the second force field requires you to slide under the wall opposite the cubby holes.
As well as I’d like to maybe bring the difficulty down a bit or maybe make the damage less punishing.
Thanks, I may give it another shot!
I quite like the high difficulty, it gave me a good amount of tension when I was facing enemies, and I will probably feel very proud if I manage to finish it despite the challenge^^