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A jam submission

Technocult DemoView game page

Roguelike shooter with modular weapons
Submitted by cirit — 1 day, 18 hours before the deadline
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Technocult Demo's itch.io page

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Comments

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Submitted

"roguelike"

Preface: I'm not into rotating gun hames and dislike them fundamentally. This means most of this is exaggerated complaints from someone outside of your main audience.

Main menu:
-The falling guns are cool, but not cool enough. Increase the amounts to ridiculous levels if that's the theme. If not, at least layer the waterfals with some parallax.
-Clicking the bg shows me some weapon stats (???)
-Click Multiplayer, then Esc, the weapon stats flash for a frame

Char select:
-Everything so far was mouse controlled, it's not obvious why I can't scroll through the characters with either the mouse or by clicking on them.
-The char descriptions are hard to read. And PLEASE justify-align the text for aesthetics.
-Nice that the hint bars care about screen dimensions
-The animations between the character bars are too slow, you take like 1s, where it wavers at the end. Don't do that shit for important info, if I want to pick a character, I want to see the stats instantly, you can do the retarded animations on unimportant shit, like the icons, which you do change instantly. Garbage UI.
-It's more interesting when locked characters have custom locked descriptions.
-Also the text spazes out while "animating", even worse readability

Game:
a.Starting Room:
-Takes 5s to load, the screen goes blank while it does
-I expected grenades to explode in hand when held too long; and deal damage to me
-That weapon shaking animation on change is trash, tone it down
-Whole screen shakes on every shot, what did I fucking expect, please no, the worst thing, that makes me hate the game
-Reloading anim/bar is needed on the character (in addition to the UI one)
-I see no point in looking at the weapon inspector
-Z and E and no other keys is a dumb selection of inputs

b.Other Rooms:
-Enemies fall into the abyss, can't pick up the hearts they drop, either have them drop too or, drop them on the edge
-Restarting on death takes way too long, reload instantly with the same character, if the player wants to change let them do it through a menu. This is important, if you want to keep people playing.
-It's not obvious where the abyss starts, put some stripes on the edges, then I won't feel cheated when falling in.
-5 second game reload times are not acceptable for fast paced games
-Let me alt+enter to fullscreen
-Don't have dead end rooms without any purpose, feels like a waste of time
-Weapon attachments is a solid idea, but I don't like the choice of 2 weapons, since I'll always upgrade only 1
-Reloading is very odd to me and I'd rather shoot continuously
-Show me some UI next to the player so I know when I'm about to die 
-Boss intro is nice
-Boss room is too big, can't see shit and get jumped from offscreen, which is infuriating

In short:
It's a game. It works. There's too much stuff in it for me. I'd cut everything down to small rooms and single weapons with no reloading. Hated it much less than I expected I would.

Developer

Thanks for the feedback anyway, it's nice to get some more hard hitting stuff, especially if its not the kind of game you said you'd normally like. Will definitely take what you said (especially about some of that UI stuff) into consideration, thank you.

Submitted

Took me a bit to figure out the controls/the fact that you have two weapons equipped by default.

I really like the art, and the mechanics are all pretty fun; reminds me a lot of Isaac and games like that! The enemy types are challenging but still fun, and I can't wait to see more of them. Overall it's very difficult and took me quite a while to get good. It was really difficult to understand what some of the abilities did, and Tana doesn't seem super balanced? (I literally can't finish a single area as her. Maybe her health is too low or maybe I just don't know how to play her well.) Speed just seems more important, like Malorin's default movement and Brogg's dash.

Reloading is painfully slow, and reloads from the bottom of your magazine no matter how many bullets you have. The cooldowns for some abilities seems too long as well, for example the 7 second CD on the grappling hook is kinda annoying.

I wish there was some kind of outline when you go under the bottom wall; it's hard to tell what's going on and I've died to it a few times because there are crates/barrels behind the wall that you can't see. Once you get stuck enemies can just surround you and pummel you to death, and even with spamming jump/dash I wasn't able to get unstuck.

Pits are kind of strict about your position--it doesn't seem like you can overlap that much before falling off. And it's absolutely infuriating to get knocked into a pit because of moving backwards while shooting or because an enemy kinda taps you.

I loved the Carmine boss fight! That was intense and incredibly fun. I just wish I woulda got something for beating him!! Also the boss music continued playing after I beat him.

It seems like for how many weapon upgrades there actually are, the player isn't given enough, and you probably won't see one before you die the first time, which is a mistake in my opinion. Upgrades are enticing and an important part of the gameplay loop, so I'd want to introduce one ASAP to familiarize the player with it!

This was honestly great! I didn't know what to expect going on, so I didn't have very high hopes, but this surprised the heck out of me. It's already really clean and polished aside from the few things I said above, and I had a blast sinking a couple hours into it. Keep it up! I can't wait to play more!!

Developer(+1)

Thanks for the feedback!

I will make sure to tweak things based on this (I don't know why reloading empties your magazine either now that I think about it lol).

The issues that you brought up are all very true I would say, I haven't spent enough time polishing the annoying aspects of the gameplay yet

(Most of the dev time so far has just been spent trying not to make it look off putting, some I'm happy you enjoy the visuals),  knowing what people are having issues with is very useful.