never seen gdevelop before. Interesting. As far as the graphics goes, there's a niche for the cruelty squad type aesthetics though I found projectiles particularly challenging to see with the static. A bit aping off hotline miami but interested to see where this goes.
- the turret projectiles are way too small, I didn't know what was happening at first
- make the game more forgiving (or have there be an option for making the game more forgiving). I would have kept playing if I didn't have to redo the rooms over and over again
Would love to play this in the future though, keep it up!
Thanks for playing and for putting up a video. That actually really helps see more of what needs to change. Changing the bullet sizes is one of my top priorities. I'm going to make them bigger and more easily visible so it doesn't accidentally blend in the background. That is happening a bit in the first mission with the static and the grayish floors. I'll add something to where the turrent is first introduced to show that it cannot be damaged an it always shoots. Some more text in the first area can help explain things more in depth. I honestly have no idea how I would add an easy mode to this game. If I can find a good way to do it without ruining the difficulty, I'll try to implement it. Maybe a practice mode that can be accessed in the mission select screen for each of the levels? I'm going to take everything you said and try to put it in the game in the best way.
glad the video was helpful! I think you’re on the right track
I would have difficulties by having variable frequency of “checkpoints” . For easy mode, checkpoint for every room (I die, I restart that room). For medium/hard mode , checkpoints every handful of rooms . Impossible mode is no checkpoints.
I feel like other games follow that format and I’d recommend that you explore it
I enjoyed the bit where you made me feel like I was having a fucking stroke.
Less so the bit where I had to complete what felt like a neverending amount of tiles in a row with each tile requiring split second reactions at the start. Going through earlier tiles got a bit monotonous.
Nevertheless, continue on your valiant quest, I have faith you'll be able to split mine and many others' heads in two. And I will encourage you.
Thanks for playing. I have the checkpoints after each mission (10 levels aka tiles) mainly since the tiles are all pretty short and it adds to the difficulty so I don't have to make overly hard levels. There is also the momentum and how tense it gets with having to beat multiple levels in a row where you have to be on edge at all times to beat them. If i could make the levels bigger without any impact on performance, there would be more checkpoints. I'm happy you found the game difficult.
Thanks for playing. I think the anon that said to make the enemies bigger was something I needed to hear and it would help with the levels having too much free space. I might go back and add some smaller details as well.
I dig the aesthetic and music of this game. but I feel most aspect of the game need improvements. like how your gun shoots a bit off the crosshair ( maybe this is a bug? I'm on linux). The player hitbox feels like it could be a little smaller. after I killed the first gunslinger the game just stayed on that screen for probably a whole minute before moving on the the second level. the second level it's sometimes hard to see the enemies because of the dark circle in the middle. I also wish the death animation wasn't so long when you die from a bullet as when it happens you just want to get back in quickly. which brings me to checkpoints. maybe have some every screen? it's sometimes frustrating when you die have to go back from the beginning. checkpoints are maybe not the solution however and improving other aspects of the game might not make them required.
Still despite all this, I enjoyed this quirky little game thanks to it's unique feel.
Thanks for playing the game. The gun shooting is from something the engine handles and it's annoying with dealing with it. I got it to where it's not that bad, but the engine does that if the bullet doesn't come from directly center of the model and having it like that looks extremely weird. The hit boxes for the MC were made to hit all the edges of the sprite. The second level's intro cutscene is a little long. I like how the checkpoint system is now where if you die, you just have to restart the mission. It allows me to make easier levels and levels that are harder and takes more tries to learn so it all seems more seamless as one coherent mission. It adds to the difficulty as well, maybe I might need to add an easy mode somehow. With the death animation, it's 5 seconds and it's mostly there so players can see what killed them, study the level so it doesn't happen again and prepare for restarting. Mainly since some levels are very fast and you can die easily.
music certainly matches the aesthetics, good job on that, the strongest element of the game right now
a good foundation certainly, just wish there was more of a visual cue or something when you start a level, can be easily caught off guard when i start in some random corner once the level starts
only seems to be a death scene when you get shot by the turret also, yet not when caught by regular baddies
Thanks for playing. I tried to put the next level spawn areas really close to where the last level ending or someplace where it would make sense for it to go. Not sure what would be the best way to add an indicator to where they spawn. With the normal enemies, the death only triggers once they hit your legs (upper body and lower body are two different sprites with diffe re not hitboxes) so the player can have some more time to kill them.
Interesting game. The ambience is really well done, the music is top notch, and I like the player sprite. I feel like the enemies are a bit too small compared to the player though, and the player's dead sprite is really huge. This could be a really good Hotline Miami-like game with some more development time though. I hope to see more.
I have considered doing with the enemy and bullet sizes. It's something I'll 100% change, shouldn't be that big of a thing to fix anyways. This is something I put off putting on Steam for a long time and I can see a bit more of what I need to do for it to be ready to sell for actual money. Thanks anon.
I can see the similarities. I worked on this before that released and it feels good knowing a game somewhat like it can succeed. Happy you played the game.
Comments
never seen gdevelop before. Interesting. As far as the graphics goes, there's a niche for the cruelty squad type aesthetics though I found projectiles particularly challenging to see with the static. A bit aping off hotline miami but interested to see where this goes.
- music and graphics and vibe are very well done
- the turret projectiles are way too small, I didn't know what was happening at first
- make the game more forgiving (or have there be an option for making the game more forgiving). I would have kept playing if I didn't have to redo the rooms over and over again
Would love to play this in the future though, keep it up!
Thanks for playing and for putting up a video. That actually really helps see more of what needs to change. Changing the bullet sizes is one of my top priorities. I'm going to make them bigger and more easily visible so it doesn't accidentally blend in the background. That is happening a bit in the first mission with the static and the grayish floors. I'll add something to where the turrent is first introduced to show that it cannot be damaged an it always shoots. Some more text in the first area can help explain things more in depth. I honestly have no idea how I would add an easy mode to this game. If I can find a good way to do it without ruining the difficulty, I'll try to implement it. Maybe a practice mode that can be accessed in the mission select screen for each of the levels? I'm going to take everything you said and try to put it in the game in the best way.
glad the video was helpful! I think you’re on the right track
I would have difficulties by having variable frequency of “checkpoints” . For easy mode, checkpoint for every room (I die, I restart that room). For medium/hard mode , checkpoints every handful of rooms . Impossible mode is no checkpoints.
I feel like other games follow that format and I’d recommend that you explore it
I enjoyed the bit where you made me feel like I was having a fucking stroke.
Less so the bit where I had to complete what felt like a neverending amount of tiles in a row with each tile requiring split second reactions at the start. Going through earlier tiles got a bit monotonous.
Nevertheless, continue on your valiant quest, I have faith you'll be able to split mine and many others' heads in two. And I will encourage you.
Thanks for playing. I have the checkpoints after each mission (10 levels aka tiles) mainly since the tiles are all pretty short and it adds to the difficulty so I don't have to make overly hard levels. There is also the momentum and how tense it gets with having to beat multiple levels in a row where you have to be on edge at all times to beat them. If i could make the levels bigger without any impact on performance, there would be more checkpoints. I'm happy you found the game difficult.
I dig the music. The LSD induced art style is fine in general, but the levels look too empty.
Thanks for playing. I think the anon that said to make the enemies bigger was something I needed to hear and it would help with the levels having too much free space. I might go back and add some smaller details as well.
I dig the aesthetic and music of this game. but I feel most aspect of the game need improvements. like how your gun shoots a bit off the crosshair ( maybe this is a bug? I'm on linux). The player hitbox feels like it could be a little smaller. after I killed the first gunslinger the game just stayed on that screen for probably a whole minute before moving on the the second level. the second level it's sometimes hard to see the enemies because of the dark circle in the middle. I also wish the death animation wasn't so long when you die from a bullet as when it happens you just want to get back in quickly. which brings me to checkpoints. maybe have some every screen? it's sometimes frustrating when you die have to go back from the beginning. checkpoints are maybe not the solution however and improving other aspects of the game might not make them required.
Still despite all this, I enjoyed this quirky little game thanks to it's unique feel.
Thanks for playing the game. The gun shooting is from something the engine handles and it's annoying with dealing with it. I got it to where it's not that bad, but the engine does that if the bullet doesn't come from directly center of the model and having it like that looks extremely weird. The hit boxes for the MC were made to hit all the edges of the sprite. The second level's intro cutscene is a little long. I like how the checkpoint system is now where if you die, you just have to restart the mission. It allows me to make easier levels and levels that are harder and takes more tries to learn so it all seems more seamless as one coherent mission. It adds to the difficulty as well, maybe I might need to add an easy mode somehow. With the death animation, it's 5 seconds and it's mostly there so players can see what killed them, study the level so it doesn't happen again and prepare for restarting. Mainly since some levels are very fast and you can die easily.
music certainly matches the aesthetics, good job on that, the strongest element of the game right now
a good foundation certainly, just wish there was more of a visual cue or something when you start a level, can be easily caught off guard when i start in some random corner once the level starts
only seems to be a death scene when you get shot by the turret also, yet not when caught by regular baddies
Thanks for playing. I tried to put the next level spawn areas really close to where the last level ending or someplace where it would make sense for it to go. Not sure what would be the best way to add an indicator to where they spawn. With the normal enemies, the death only triggers once they hit your legs (upper body and lower body are two different sprites with diffe re not hitboxes) so the player can have some more time to kill them.
Interesting game. The ambience is really well done, the music is top notch, and I like the player sprite. I feel like the enemies are a bit too small compared to the player though, and the player's dead sprite is really huge. This could be a really good Hotline Miami-like game with some more development time though. I hope to see more.
I have considered doing with the enemy and bullet sizes. It's something I'll 100% change, shouldn't be that big of a thing to fix anyways. This is something I put off putting on Steam for a long time and I can see a bit more of what I need to do for it to be ready to sell for actual money. Thanks anon.
i despise cruelty squad
I can see the similarities. I worked on this before that released and it feels good knowing a game somewhat like it can succeed. Happy you played the game.
Thanks for liking the game. I put more effort in the music since making music is fun and it's an important part of every game. Glad you like it.