movement felt surprisngly good, would think the floatyness would be harder to control. the only thing i noticed was that i wish the deacc on the boost was sharper so i could use it to get out of the way instead of it hurling me away after.
The floaty mechanics are nice, I was able to feel in control the whole time to get my character to go where they were supposed to. Very nicely done
The 'interact' option with switches and weapons were clear and intuitive. The weapons were fun! I just wish there was a 'fallback' weapon for when I run out of ammo. I was in a room and ran out of machine gun ammo, I wish I had a punch or short-range shotgun-like weapon to finish off the enemies.
I like the art style of the underwater scuba man, but I would polish some sprites and artwork a bit. Overall it's a great game that I had a lot of fun playing. Well done.
Regarding the weapons, the first weapon the player picks up is an ammoless melee weapon and the player can freely switch between up to 3 weapons using mouse wheel scroll or number keys. This is something a lot of new players have mentioned, so I probably need to make the ui more intuitive.
- Very floaty control, but it works because you're underwater. I like that you're intentionally going really floaty with it.
- Booster is fun, but feels a bit unwieldy. In general, I think the top speed of the character is too high. Have a bit of a whiplash effect where I'm zipping all around and losing control. If the top speed was lower, and the "pickup" on the booster was slower, I'd feel much more in control.
- W to "jump" feels basically useless, I can't get up any ledges with it. I have to boost everywhere. If that's the case, might as well just lean into that.
- I like the different weapons, feels good. Fighting enemies doesn't feel as good, because of the speed I'm whipping around at. It makes it hard to feel like I'm in control and aim my shots.
I think if you tamp down on the movement, you'll have a nice platformer here. I didn't even get into the PvP aspect, so sorry I don't have feedback on that or the deeper parts of the game.
A lot of the physics are tuned for pvp play and the single-player content definitely needs a lot of work before it is up to par
Jump height is definitely small compared to mobility from boost/hover, but it has the use of canceling downward momentum which can be useful in certain situations
Thank you for your thoughts on the boost physics. I'm really used to the feel of things myself, so it is easy to not notice things like that. I'd like to make adjustments to make the movement easier to get into and will be experimenting with some physics tweaks moving forwards.
If you ever feel like giving the pvp a try, we'll be hosting servers periodically throughout demo day
Thanks for playing! I really appreciate the feedback.
Comments
Most fun game sofar. Only small issue I ran into is that the cursor (even when big) is so thin it easily gets lost during play.
Thank you for playing!
I went ahead and added new cursor options today that are much more readable. Thank you for your feedback!
Was playing SP, fun weapons and nice boss.
movement felt surprisngly good, would think the floatyness would be harder to control. the only thing i noticed was that i wish the deacc on the boost was sharper so i could use it to get out of the way instead of it hurling me away after.
as good as ever, really fun sets of weapons
The floaty mechanics are nice, I was able to feel in control the whole time to get my character to go where they were supposed to. Very nicely done
The 'interact' option with switches and weapons were clear and intuitive. The weapons were fun! I just wish there was a 'fallback' weapon for when I run out of ammo. I was in a room and ran out of machine gun ammo, I wish I had a punch or short-range shotgun-like weapon to finish off the enemies.
I like the art style of the underwater scuba man, but I would polish some sprites and artwork a bit. Overall it's a great game that I had a lot of fun playing. Well done.
Regarding the weapons, the first weapon the player picks up is an ammoless melee weapon and the player can freely switch between up to 3 weapons using mouse wheel scroll or number keys. This is something a lot of new players have mentioned, so I probably need to make the ui more intuitive.
Thank you for playing!
My impressions:
- Very floaty control, but it works because you're underwater. I like that you're intentionally going really floaty with it.
- Booster is fun, but feels a bit unwieldy. In general, I think the top speed of the character is too high. Have a bit of a whiplash effect where I'm zipping all around and losing control. If the top speed was lower, and the "pickup" on the booster was slower, I'd feel much more in control.
- W to "jump" feels basically useless, I can't get up any ledges with it. I have to boost everywhere. If that's the case, might as well just lean into that.
- I like the different weapons, feels good. Fighting enemies doesn't feel as good, because of the speed I'm whipping around at. It makes it hard to feel like I'm in control and aim my shots.
I think if you tamp down on the movement, you'll have a nice platformer here. I didn't even get into the PvP aspect, so sorry I don't have feedback on that or the deeper parts of the game.
A lot of the physics are tuned for pvp play and the single-player content definitely needs a lot of work before it is up to par
Jump height is definitely small compared to mobility from boost/hover, but it has the use of canceling downward momentum which can be useful in certain situations
Thank you for your thoughts on the boost physics. I'm really used to the feel of things myself, so it is easy to not notice things like that. I'd like to make adjustments to make the movement easier to get into and will be experimenting with some physics tweaks moving forwards.
If you ever feel like giving the pvp a try, we'll be hosting servers periodically throughout demo day
Thanks for playing! I really appreciate the feedback.