Yeah im a real G, real Gamer that is. Cute and fun platformer with guns! I'm not sure what the sticker gun was for, i accidentally shot the cop because i think you have to click through dialogue and the gun was still active so maybe turn off shooting while talking menu is on and sometimes it was hard to know what the game wanted me to do next. I liked the ladder puzzle though and collecting stickers gave it some interest. Look forward to seeing this game have more added to it :)
Awesome, thanks for playing! You might be the first person to get all 4 guns (or the first to mention it here). There are some bugs I'll have to work out, like shooting during menus like you said, but I'm glad to see you had fun!
Once the little message about shoulder-firing popped up, it was a pretty sweet time. I like the writing approach of dialogue options only mildly matching what's said. As well as Kitty just generally being a menace to everyone's health and safety.
Lean a bit into that and the creepier surreal aspects like Mr Burgerface and I'd say you've got a regular cult classic on your hands. Good luck with it all.
Great job on the game! I got to the end but it took me a bit longer than 2 minutes (heh), got 3 of the guns, and 4 of the stickers. Thoughts so far:
+Kitty is cute, she reminds me of a grumpy cat +I appreciate the very self aware dialog options, kitty's backstory seems quite tragic
-mouse and keyboard controls (as others have said) take a little getting used to, I think over-the-shoulder aim is fine but you might have it toggle-able instead of needing to hold down. A button that aims the crosshair straight down might be nice too for gun hops.
-The ladder puzzle gave me some trouble, I saw you could toggle buttons on and off, but there didn't seem to be a combination that reached the ground floor, so I ended up positioning the ladder before hand and then using my shells to jump from the hill to the diagonal staircase. (If I had the 4-shot shotgun by then I'd have just jumped on the ammo vender to get up, but I only had the 2-shot)
Thanks for playing, and for the feedback! You actually solved the ladder puzzle correctly lol. Multiple people have gotten stuck there, I think because players expect it to be just shooting, since it's the first time the switches are used. I should probably introduce the switches in isolation and then have that puzzle, so people know it's more complex.
In that case, you might put a tiny little platform on the hill as a hint that it's part of the puzzle. Cause for some reason using the hill at all makes it SEEM like a completely unintended route (or it did to me at least.) Totally up to you of course, and good luck!
You can actually get up to it from the ground by firing two shots, so maybe that's the confusion. Now that I think about it, in a video someone made, the puzzle only clicked when they realized there was another ammo machine higher up the tower, so they could afford to use both shells at the bottom. That's another thing I could make more clear to the player.
Happy to finally give this one a try, looked neat from your posts in the threads.
The controls are getting to me to be honest. Feels really weird to me to not have mouse always moving the camera. Maybe considering making right click toggle between the two views instead of depend on if its help down or not?
That said, game still is fun. Shotgun jumping is a fun mechanic. having to go back for ammo to be able to do platforming also seems like an interesting design choice. I already see how its adding to decision making in game since platforming now requires a limited resource.
Only found the pistols and a few stickers. I noticed a gun on top of the building with the broken stairs but was too much of a brainlet to figure out how to get to it.
Hope the levels will continue to have the sort of open world exploring feel this one had.
Neat game with potential, cant wait to see more of this in the future!
Thanks for playing, I appreciate it! The original inspiration for the gameplay was platforming with limited jumps, so I'm glad that came through. The controls are almost a universal sticking point, so I'm going to experiment and refine them for the next demo.
I appreciate this, it was super informative! It shows there are problems I've started overlooking because I'm so used to playing the game, like the camera controls, and some things that weren't tutorialized at the right time.
This is such a fun idea for a game! Essentially taking the exploits and meta mechanics of older FPS games and turning that into a 3D Platformer is genius. The physics work well, and I'm a fan of that city background on the second map - it reminds me of older N64 games. I know a lot of people have mentioned this, so I won't go in-depth, but there is a really steep learning curve to the controls that I feel makes playing this game a little unintuitive. I think I remember you saying you wanted the platforming emphasis to be on using the weapons, but I do think the jump could be a bit higher and maybe have something akin to Mario's Long Jump if the levels are going to have stretches of flat land. The last real nitpick I have with it so far is that I couldn't really find a use for the dual pistols, since they didn't give me much air. If you have something else planned for them, then disregard my nitpick. This is fun at its core, so I hope to see you iron it out and make a big hit!
Thanks for playing! I'm thinking of ways to make the controls more intuitive, since I think I can preserve what I like about them while making it easier to just look around and stuff.
Some of the issues are also just incomplete content. The level's meant to be a densely-packed concrete jungle, but right now it's mostly empty. And the pistols are for combat and actually don't give any air at all, but the only combat's completely optional right now. I do like the idea of more movement options. Perhaps something more limited, like a dive or a wall kick.
I'd suggest changing the arrow keys and backspace controls, since the player's right hand will be over the mouse instead and can be difficult to mentally swap from mouse to keyboard then back to mouse. I think some of your movement could be based on the weapons themselves if you're not a fan of giving the player direct movement options. I'm not sure if this would wreck the balance of the game or go against your design doc, but having two guns on you at a time and swapping between them could lead to interesting movement. Something that came to mind while playing was using the shotgun to gain a lot of air, then swapping to the pistols to sustain yourself at the peak of the jump. I think a system like that could encourage players to experiment with all the weapons you add, since each combo has the potential to be really unique. Even with more limited movement though, this is still a really fun demo, and I can't wait to see more and see how you develop the levels and mechanics.
Thanks! Yeah, I agree with your suggestions. PC controls were a recent addition and could be improved in most areas, like menus. I do like the idea of having two guns, but I'm worried about the balance, since there are puzzles based around getting from point A to point B with limited jumps, and with two guns it may get quite complicated for me to design and the player to figure out the right combo. But maybe it'd work as a mid-game unlockable, where you'd then be able to breeze through old areas and have new, more complex areas that take two guns into account. That's something I think would be pretty good, actually.
I'm a big fan of this conceptually. 3D platformers are a criminally underexplored genre, and your character models and writing are adorable. That said, I think your games actual controls are pretty primitive. The game isn't a third person shooter, so there's not much reason for third person shooter controls. Picture this on a controller, where most people would feel comfortable playing a 3D platformer. Ideally, you'd just want to fire in front of you to hit anything immediate, for example the breakable wall at the beginning, and you only need to fire precisely very seldom, like during the ladder puzzle. It also took a little while for me to put together that the most effective way to get air is to simply aim the gun straight downwards without actually looking straight downwards, which I was doing most of the time until I figured that out. I feel like on a controller I'd just want to say, hold Left Trigger to aim straight down and hit the fire button to do this in a more ergonomic way, without having to drag my mouse / hold the right stick down.
If my wall of text makes me feel like I'm nitpicking or being negative, I'd like to be clear; I love this. I love your character, I love your cave ghetto. I want to see where you take this! It was a pleasure to play.
Thanks for the feedback! You have a good point about the game not being a third person shooter. You aren't shooting at targets most of the time, so there's little benefit to the gun always being aimed at the center of the screen. I think I'll experiment with it some more.
I know some didn't like the right click to aim / turn camera but it's fine with mouse and keyboard. I think it works better in open environments though. When you are in that initial room and shooting down the wall it feels weirder. But could just be getting used to controls.
I got past the bridge jump but couldn't figure out how to do the ladder puzzle after the guy sitting down. I got to the plane sticker but used the shotgun to get that high. I spent 5 minutes trying to figure it out but no clue what to do. I had shot the targets.
If you wanna make it easier for me or other people with no brains. Try taking a page from Mirrors Edge or Half Life 2. Color certain things to indicate they are usable.
Only other thing I can mention is the diagonal ladder looked liked stairs so I thought I could walk up it without holding the grab. Maybe turn them solid or put one on the bottom so players can learn to grab them without the walk off.
Thanks for playing! Good to know some people don't mind the controls. I think there are still improvements to be made, but it'll be largely like it is now.
For the ladder puzzle, I bet the problem is that the game never tells you that you can shoot the target again to deactivate it, and at one point you need one active and the other inactive. I should probably explain the buttons over multiple puzzles so players know they can do that.
As for that ladder, I'll push it more upright, and I should probably put collision on them anyway, since the only reason there wasn't was because it was causing problems if the player was on the wrong side of the ladder.
I've been looking forward to playing this since seeing you post it in the thread. It's super cute, the music's comfy and relaxing, and the game feels like it has a lot of potential. I found myself holding down the right mousebutton more often than not, even though it seems to slow your movement - I tried to force myself to get used to the controls, but I kept subconsciously going back to the RMB holding. Still, I'm excited for more, and will be eagerly awaiting future updates. I really liked the humour, too. Your dialogue options with the cop being translated to toddlerspeak gave me a good giggle.
Thanks for playing! I've been thinking of ways to refine the aiming, since a few people have mentioned it's hard to get used to. I have some ideas, especially for mouse and keyboard, which I found much more clunky than the gamepad.
And I'm glad you like the dialog! It's a lot of fun to write, so I'm intending to have encounters like that be a regular thing.
I prefer to aim in a direction and re-center the camera with R, but the mouse and keyboard controls were a recent addition and aren't very refined. In the next version I'll have it so once the mouse goes off the screen the camera starts to follow it, which I think will make it more comfortable.
Really cute main character, and the movement is solid, maybe a bit more height on the jump would be good.
The gun sound effect is a bit stressful, I would drop the register by maybe 1400 hertz, but idk I'm not an audio engineer, it just sounds 'sharp' to me. I’m sliding down the stairs as I type this, just something to catch.
The dialogue with the cop is great.
Holy creepazoids with that ‘strange man’
I put down a bunch of these oven stickers, but now I can’t figure out how to get my gun back out to break into the tower to get the thing the cop wanted.
Bipple gonna be waiting forever imo.
Great to see that the game cuts back if you walk in the road instead of showing the kid get hit, which would be excessive in pretty much anything.
I like how the gun acts like a long range weapon to flip the switches, despite being a shotgun, or rifle, of some kind (I don’t really know guns)
A bit bare bones, but I like this too, and of course am honored to have Pomao as a sticker :)
Thanks for playing, and I'm glad you like it! I had fun with Coreboys when you linked it a couple weeks ago.
For the missing weapon, you may have pressed B/Circle/Tab (Xbox/Playstation/PC) at some point, which holsters your weapon. There's a bug where it still registers as holstering if you back out of some menus, which I'll have to fix at some point. For now I'll add the controls to the game page. Improving the sound effects and fixing the player's friction are good suggestions, and things I'm looking to do (there's another issue with friction where you can walk up anything that's not completely vertical).
Comments
Yeah im a real G, real Gamer that is. Cute and fun platformer with guns! I'm not sure what the sticker gun was for, i accidentally shot the cop because i think you have to click through dialogue and the gun was still active so maybe turn off shooting while talking menu is on and sometimes it was hard to know what the game wanted me to do next. I liked the ladder puzzle though and collecting stickers gave it some interest. Look forward to seeing this game have more added to it :)
Awesome, thanks for playing! You might be the first person to get all 4 guns (or the first to mention it here). There are some bugs I'll have to work out, like shooting during menus like you said, but I'm glad to see you had fun!
Oh god, Kittys got a Gun.
Once the little message about shoulder-firing popped up, it was a pretty sweet time. I like the writing approach of dialogue options only mildly matching what's said. As well as Kitty just generally being a menace to everyone's health and safety.
Lean a bit into that and the creepier surreal aspects like Mr Burgerface and I'd say you've got a regular cult classic on your hands. Good luck with it all.
Thanks for playing, I'm glad you had fun! I like the creepy elements of the game too, so I'll keep dotting them around.
I've made a v2 of the demo addressing some the problems people found. I think it's pretty good!
Great job on the game! I got to the end but it took me a bit longer than 2 minutes (heh), got 3 of the guns, and 4 of the stickers. Thoughts so far:
+Kitty is cute, she reminds me of a grumpy cat
+I appreciate the very self aware dialog options, kitty's backstory seems quite tragic
-mouse and keyboard controls (as others have said) take a little getting used to, I think over-the-shoulder aim is fine but you might have it toggle-able instead of needing to hold down. A button that aims the crosshair straight down might be nice too for gun hops.
-The ladder puzzle gave me some trouble, I saw you could toggle buttons on and off, but there didn't seem to be a combination that reached the ground floor, so I ended up positioning the ladder before hand and then using my shells to jump from the hill to the diagonal staircase. (If I had the 4-shot shotgun by then I'd have just jumped on the ammo vender to get up, but I only had the 2-shot)
Thanks for playing, and for the feedback! You actually solved the ladder puzzle correctly lol. Multiple people have gotten stuck there, I think because players expect it to be just shooting, since it's the first time the switches are used. I should probably introduce the switches in isolation and then have that puzzle, so people know it's more complex.
In that case, you might put a tiny little platform on the hill as a hint that it's part of the puzzle. Cause for some reason using the hill at all makes it SEEM like a completely unintended route (or it did to me at least.) Totally up to you of course, and good luck!
You can actually get up to it from the ground by firing two shots, so maybe that's the confusion. Now that I think about it, in a video someone made, the puzzle only clicked when they realized there was another ammo machine higher up the tower, so they could afford to use both shells at the bottom. That's another thing I could make more clear to the player.
Happy to finally give this one a try, looked neat from your posts in the threads.
The controls are getting to me to be honest. Feels really weird to me to not have mouse always moving the camera. Maybe considering making right click toggle between the two views instead of depend on if its help down or not?
That said, game still is fun. Shotgun jumping is a fun mechanic. having to go back for ammo to be able to do platforming also seems like an interesting design choice. I already see how its adding to decision making in game since platforming now requires a limited resource.
Only found the pistols and a few stickers. I noticed a gun on top of the building with the broken stairs but was too much of a brainlet to figure out how to get to it.
Hope the levels will continue to have the sort of open world exploring feel this one had.
Neat game with potential, cant wait to see more of this in the future!
Thanks for playing, I appreciate it! The original inspiration for the gameplay was platforming with limited jumps, so I'm glad that came through. The controls are almost a universal sticking point, so I'm going to experiment and refine them for the next demo.
Can't get behind the controls, sorry. Maybe a more traditional TPS control scheme would be better? Or switching to 2D movement only?
Thanks for playing, anyway. I'm experimenting with some improved controls now.
I appreciate this, it was super informative! It shows there are problems I've started overlooking because I'm so used to playing the game, like the camera controls, and some things that weren't tutorialized at the right time.
Lots of refinements left to do!
I've added a Linux build (sort of tested, I got to the end at least), and also made some tweaks to fix some of the main bugs/confusing tutorials.
This is such a fun idea for a game! Essentially taking the exploits and meta mechanics of older FPS games and turning that into a 3D Platformer is genius. The physics work well, and I'm a fan of that city background on the second map - it reminds me of older N64 games. I know a lot of people have mentioned this, so I won't go in-depth, but there is a really steep learning curve to the controls that I feel makes playing this game a little unintuitive. I think I remember you saying you wanted the platforming emphasis to be on using the weapons, but I do think the jump could be a bit higher and maybe have something akin to Mario's Long Jump if the levels are going to have stretches of flat land. The last real nitpick I have with it so far is that I couldn't really find a use for the dual pistols, since they didn't give me much air. If you have something else planned for them, then disregard my nitpick. This is fun at its core, so I hope to see you iron it out and make a big hit!
Thanks for playing! I'm thinking of ways to make the controls more intuitive, since I think I can preserve what I like about them while making it easier to just look around and stuff.
Some of the issues are also just incomplete content. The level's meant to be a densely-packed concrete jungle, but right now it's mostly empty. And the pistols are for combat and actually don't give any air at all, but the only combat's completely optional right now. I do like the idea of more movement options. Perhaps something more limited, like a dive or a wall kick.
I'd suggest changing the arrow keys and backspace controls, since the player's right hand will be over the mouse instead and can be difficult to mentally swap from mouse to keyboard then back to mouse.
I think some of your movement could be based on the weapons themselves if you're not a fan of giving the player direct movement options. I'm not sure if this would wreck the balance of the game or go against your design doc, but having two guns on you at a time and swapping between them could lead to interesting movement. Something that came to mind while playing was using the shotgun to gain a lot of air, then swapping to the pistols to sustain yourself at the peak of the jump. I think a system like that could encourage players to experiment with all the weapons you add, since each combo has the potential to be really unique.
Even with more limited movement though, this is still a really fun demo, and I can't wait to see more and see how you develop the levels and mechanics.
Thanks! Yeah, I agree with your suggestions. PC controls were a recent addition and could be improved in most areas, like menus. I do like the idea of having two guns, but I'm worried about the balance, since there are puzzles based around getting from point A to point B with limited jumps, and with two guns it may get quite complicated for me to design and the player to figure out the right combo. But maybe it'd work as a mid-game unlockable, where you'd then be able to breeze through old areas and have new, more complex areas that take two guns into account. That's something I think would be pretty good, actually.
I'm a big fan of this conceptually. 3D platformers are a criminally underexplored genre, and your character models and writing are adorable. That said, I think your games actual controls are pretty primitive. The game isn't a third person shooter, so there's not much reason for third person shooter controls. Picture this on a controller, where most people would feel comfortable playing a 3D platformer. Ideally, you'd just want to fire in front of you to hit anything immediate, for example the breakable wall at the beginning, and you only need to fire precisely very seldom, like during the ladder puzzle. It also took a little while for me to put together that the most effective way to get air is to simply aim the gun straight downwards without actually looking straight downwards, which I was doing most of the time until I figured that out. I feel like on a controller I'd just want to say, hold Left Trigger to aim straight down and hit the fire button to do this in a more ergonomic way, without having to drag my mouse / hold the right stick down.
If my wall of text makes me feel like I'm nitpicking or being negative, I'd like to be clear; I love this. I love your character, I love your cave ghetto. I want to see where you take this! It was a pleasure to play.
Thanks for the feedback! You have a good point about the game not being a third person shooter. You aren't shooting at targets most of the time, so there's little benefit to the gun always being aimed at the center of the screen. I think I'll experiment with it some more.
I know some didn't like the right click to aim / turn camera but it's fine with mouse and keyboard. I think it works better in open environments though. When you are in that initial room and shooting down the wall it feels weirder. But could just be getting used to controls.
I got past the bridge jump but couldn't figure out how to do the ladder puzzle after the guy sitting down. I got to the plane sticker but used the shotgun to get that high. I spent 5 minutes trying to figure it out but no clue what to do. I had shot the targets.
If you wanna make it easier for me or other people with no brains. Try taking a page from Mirrors Edge or Half Life 2. Color certain things to indicate they are usable.
Only other thing I can mention is the diagonal ladder looked liked stairs so I thought I could walk up it without holding the grab. Maybe turn them solid or put one on the bottom so players can learn to grab them without the walk off.
Thanks for playing! Good to know some people don't mind the controls. I think there are still improvements to be made, but it'll be largely like it is now.
For the ladder puzzle, I bet the problem is that the game never tells you that you can shoot the target again to deactivate it, and at one point you need one active and the other inactive. I should probably explain the buttons over multiple puzzles so players know they can do that.
As for that ladder, I'll push it more upright, and I should probably put collision on them anyway, since the only reason there wasn't was because it was causing problems if the player was on the wrong side of the ladder.
I've been looking forward to playing this since seeing you post it in the thread. It's super cute, the music's comfy and relaxing, and the game feels like it has a lot of potential. I found myself holding down the right mousebutton more often than not, even though it seems to slow your movement - I tried to force myself to get used to the controls, but I kept subconsciously going back to the RMB holding. Still, I'm excited for more, and will be eagerly awaiting future updates. I really liked the humour, too. Your dialogue options with the cop being translated to toddlerspeak gave me a good giggle.
Thanks for playing! I've been thinking of ways to refine the aiming, since a few people have mentioned it's hard to get used to. I have some ideas, especially for mouse and keyboard, which I found much more clunky than the gamepad.
And I'm glad you like the dialog! It's a lot of fun to write, so I'm intending to have encounters like that be a regular thing.
I prefer to aim in a direction and re-center the camera with R, but the mouse and keyboard controls were a recent addition and aren't very refined. In the next version I'll have it so once the mouse goes off the screen the camera starts to follow it, which I think will make it more comfortable.
Kitty gets a burger:
Really cute main character, and the movement is solid, maybe a bit more height on the jump would be good.
The gun sound effect is a bit stressful, I would drop the register by maybe 1400 hertz, but idk I'm not an audio engineer, it just sounds 'sharp' to me. I’m sliding down the stairs as I type this, just something to catch.
The dialogue with the cop is great.
Holy creepazoids with that ‘strange man’
I put down a bunch of these oven stickers, but now I can’t figure out how to get my gun back out to break into the tower to get the thing the cop wanted.
Bipple gonna be waiting forever imo.
Great to see that the game cuts back if you walk in the road instead of showing the kid get hit, which would be excessive in pretty much anything.
I like how the gun acts like a long range weapon to flip the switches, despite being a shotgun, or rifle, of some kind (I don’t really know guns)
A bit bare bones, but I like this too, and of course am honored to have Pomao as a sticker :)
Thanks for playing, and I'm glad you like it! I had fun with Coreboys when you linked it a couple weeks ago.
For the missing weapon, you may have pressed B/Circle/Tab (Xbox/Playstation/PC) at some point, which holsters your weapon. There's a bug where it still registers as holstering if you back out of some menus, which I'll have to fix at some point. For now I'll add the controls to the game page. Improving the sound effects and fixing the player's friction are good suggestions, and things I'm looking to do (there's another issue with friction where you can walk up anything that's not completely vertical).