The motif (underwater) is really cool and I'm interested to see where the singleplayer goes, but I'm more interested in hopping in multiplayer. I bet it's really sweet
Fun demo none the less. Keep refining the small things! The base is great. I'll have my eye on this one.
I find difficult to give proper feedback on your game since I know that you are more focused on the multiplayer, on the other hand I was feeling overwhelmed by the many options that your game has, I usually like when games like this start with almost nothing and you build up your arsenal and skills by beating levels or buying on the shop, it would be helpful to have a pop up that explain what have you unlocked.
Gameplay wise I can't say anything since is one of the most polished entry.
Only tried a little singleplayer but man this game is just goofy fun. The sounds and animations are hilariously satisfying, swimming around rapidly and reloading feels nice. Easy GMI with finalized art
Really fun action platformer, once I got used to the controls and the physics of the character I had fun just moving around using the right-click to go at light-speed and killing monsters.
SFXs give enough information about what's going on, maybe add some spatialisation to understand where it's coming from.
I kinda got overwhelmed when I got in the main hub, maybe don't show everything available the first time (I just saw that's it not supposed to all be unlocked so you can ignore this line).
I only tested the singleplayer. Also I didn't find a quit button when ingame so I had to Alt-F4.
Overall it's promising and already fun to dick around with, Good job.
atm, there is a slight change in sound volume + pan based on location, but the difference is very minor and I will crank it up a bit in the future.
Quitting the game can be done through the pause menu ('p'), exiting to title and closing the game from there. I might add a quit option directly from the pause menu to make this faster.
I'm not generally a platformer guy, but I tried my best!
A lot of the art seems to be placeholders, so I won't comment on that too much.
The weapons I unlocked felt good, I like that projectiles are affected by gravity. If you pick up a weapon when your slots are full, it looks like it just replaces the weapon in your currently equipped slot? It'd be nice if your currently equipped weapon dropped to the ground so you could pick it up if you decide you don't like your new weapon.
The movement felt a little floaty, but it appears like you're under water, so it makes sense.
It wasn't immediately obvious that I was picking up scrap from the enemies I killed, for some reason I thought it would be health. It would be nice if the scrap got pulled towards you when you get close, rather than having to step on it.
I like the artwork of the shark eating the guy when you die. It's a really good start, excited to see where you take it!
It is intended that picking up a weapon with slots full swaps weapons (unless selecting a new weapon from the armory) If this is not the current behavior, that would be a bug I will look into.
Yeah, scrap is intended to be used as currency, but for the purpose of the demo, everything is already unlocked so it doesn't do anything. In pvp, it is also used for scoring purposes if eggplant mode is enabled. I will consider adding a pickup radius to them in the future.
The results screen art is a premium, commissioned piece from an award-winning artist.
Comments
The motif (underwater) is really cool and I'm interested to see where the singleplayer goes, but I'm more interested in hopping in multiplayer. I bet it's really sweet
Fun demo none the less. Keep refining the small things! The base is great. I'll have my eye on this one.
I find difficult to give proper feedback on your game since I know that you are more focused on the multiplayer, on the other hand I was feeling overwhelmed by the many options that your game has, I usually like when games like this start with almost nothing and you build up your arsenal and skills by beating levels or buying on the shop, it would be helpful to have a pop up that explain what have you unlocked.
Gameplay wise I can't say anything since is one of the most polished entry.
Only tried a little singleplayer but man this game is just goofy fun. The sounds and animations are hilariously satisfying, swimming around rapidly and reloading feels nice. Easy GMI with finalized art
Really fun action platformer, once I got used to the controls and the physics of the character I had fun just moving around using the right-click to go at light-speed and killing monsters.
SFXs give enough information about what's going on, maybe add some spatialisation to understand where it's coming from.
I kinda got overwhelmed when I got in the main hub, maybe don't show everything available the first time (I just saw that's it not supposed to all be unlocked so you can ignore this line).
I only tested the singleplayer. Also I didn't find a quit button when ingame so I had to Alt-F4.
Overall it's promising and already fun to dick around with, Good job.
atm, there is a slight change in sound volume + pan based on location, but the difference is very minor and I will crank it up a bit in the future.
Quitting the game can be done through the pause menu ('p'), exiting to title and closing the game from there. I might add a quit option directly from the pause menu to make this faster.
thanks for playing!
I'm not generally a platformer guy, but I tried my best!
A lot of the art seems to be placeholders, so I won't comment on that too much.
The weapons I unlocked felt good, I like that projectiles are affected by gravity. If you pick up a weapon when your slots are full, it looks like it just replaces the weapon in your currently equipped slot? It'd be nice if your currently equipped weapon dropped to the ground so you could pick it up if you decide you don't like your new weapon.
The movement felt a little floaty, but it appears like you're under water, so it makes sense.
It wasn't immediately obvious that I was picking up scrap from the enemies I killed, for some reason I thought it would be health. It would be nice if the scrap got pulled towards you when you get close, rather than having to step on it.
I like the artwork of the shark eating the guy when you die. It's a really good start, excited to see where you take it!
thank you for the feedback!
It is intended that picking up a weapon with slots full swaps weapons (unless selecting a new weapon from the armory) If this is not the current behavior, that would be a bug I will look into.
Yeah, scrap is intended to be used as currency, but for the purpose of the demo, everything is already unlocked so it doesn't do anything. In pvp, it is also used for scoring purposes if eggplant mode is enabled. I will consider adding a pickup radius to them in the future.
The results screen art is a premium, commissioned piece from an award-winning artist.
I'll have to try the weapon pickup again, it honestly might be user error and not a bug.