Super fun! Particles look great. Especially love the way arrows fly out for that subtle 3d goodness. Idk if you make your own music but the soundtrack is lowkey bussin on god especially track 2. Looks great too!
Back again with Clone vs Clones! I did a few runs and lasted a bit before getting walked on by orcmen things. I like the addition of trees and destroyable terrain, giving a sense of exploration thats not just endlessly wandering around like VS. The ghost never really attacked me, not sure why. I'm pretty sure you changed the sword and I really like how it is in this iteration. Leveling up works nicely and feels good. Great work glad to see you back. What do you plan on adding next?
Thanks for playing again! I'm glad you appreciate the changes. I made some more minor updates, not sure what's next. I will say that I'd like to polish this up as much as I can but no more major changes or systems. I'd like to move on soon maybe clone something else.
- starts off muted, for what purpose - why not mouse controls, seems more natural than wasd - far too slow for my taste in terms of progression, I feel like I'm waiting for it to get fun most of the time and get glimpses of it, but only if I intentionally walk myself into a corner - I'd want to be able to pause and read what my stats and item properties
I get you're cloning a popular game, and it is not my type of thing but I did drop it later than the game you're cloning, so you're probably doing well.
I haven't played vs but this does have an addictive quality to it that I think has to do with how fast you get more powerful. To exploit that power scale feel maybe have some kind of neutral mobs with super high health early game that you can wreck late game idk? good job though.
As someone else mentions, the music and sound are not enabled when launching the game, but the music and sound effects adds greatly to the game. It seems that each time you spawn in you're in a unique location but I'm not sure if each level is randomly generated or it's just a big world with different spawn points. I also enjoyed the exploration aspect of this game with the destructible obstacles and finding hidden coins and chests. Getting stronger to destroy obstacles or choosing water to gain access to new areas makes the game more than just defeating waves of enemies. I made it to the end and I wonder if you can beat all of the clones that spawn or if it's impossible.
One thing is I noticed that after a game over, it takes a few seconds until the new game button can be activated. Also it's difficult to see what tiles you can destroy when starting out. At first I thought the gray bricks couldn't be destroyed but seeing a chest encased in gray bricks hinted otherwise. I do notice the particles that indicate I'm chipping away at the block, but I found that it doesn't always play especially when I'm very close to the block. Pausing the game is also odd since you click the mouse instead of something like Escape since the game doesn't use the mouse.
You gave a very good spin to the genre with the weapon/surroundings interactions, you should definitely flesh things out even further by generating more complex biomes, changing the way the enemies behave depending on the terrain, so that you can retreat to more favourable ones against certain encounters, and most importantly improving weapons mechanics. The threat level system you use is fine for enemies, but it makes it very clunky to use weapons to, say, break stone. I think it would be beneficial if weapons displayed a list of tiles they can break, and had a separate, fixed usage rate with which they break them.
I thought about doing that but I didn't have time to implement anything, I will make an effort to have the land affect enemies in the future. I will also make an effort to fine-tune the threat level for destroying the land as well. Thanks for playing.
>Music and SFX is automatically at 0 when the game launches, took me a sec to figure it out
>Controlling the weapons/attacks is really annoying, having movement and attacking angles and directions being tied together really makes it hard to aim. Please make aiming attacks based on mouse input and not movement.
>The Axe and Bomb didn't do anything for me, but I had three powerups/weapons equipped before this. The three shot water thing and fire attack worked well. (not sure if this was intended or not.
Everything else is great, it's these things that hurt the game the most. Looking forward to what is next.
Comments
Super fun! Particles look great. Especially love the way arrows fly out for that subtle 3d goodness. Idk if you make your own music but the soundtrack is lowkey bussin on god especially track 2. Looks great too!
Thanks, I'm glad you like the music. It took many attempts to make something that sounded nice but also appropriate.
Back again with Clone vs Clones! I did a few runs and lasted a bit before getting walked on by orcmen things. I like the addition of trees and destroyable terrain, giving a sense of exploration thats not just endlessly wandering around like VS. The ghost never really attacked me, not sure why. I'm pretty sure you changed the sword and I really like how it is in this iteration. Leveling up works nicely and feels good. Great work glad to see you back. What do you plan on adding next?
Thanks for playing again! I'm glad you appreciate the changes. I made some more minor updates, not sure what's next. I will say that I'd like to polish this up as much as I can but no more major changes or systems. I'd like to move on soon maybe clone something else.
I see, well I'm sure your next project will be great!
- starts off muted, for what purpose
- why not mouse controls, seems more natural than wasd
- far too slow for my taste in terms of progression, I feel like I'm waiting for it to get fun most of the time and get glimpses of it, but only if I intentionally walk myself into a corner
- I'd want to be able to pause and read what my stats and item properties
I get you're cloning a popular game, and it is not my type of thing but I did drop it later than the game you're cloning, so you're probably doing well.
Thanks for playing and the feedback, several others have shared your thoughts and I am working towards fixing these issues.
I haven't played vs but this does have an addictive quality to it that I think has to do with how fast you get more powerful. To exploit that power scale feel maybe have some kind of neutral mobs with super high health early game that you can wreck late game idk? good job though.
Thanks for the feedback, I will consider something like this in the future.
It was a difficult thing to balance, thanks for playing.
Neat, feels polished and fun. The effects are pretty satisfying and I like the exploration through destructible environment.
Thanks for playing, I'm glad you had fun exploring.
We all know that Clone vs Clones is really a clone of another clone.
I'm not sure I follow you. Clone VS Clones is the most original and best clone game in New York.
Well you can see me go to great lengths to explain the deep clone symbolism in Clone Vs Clones in my stream here:
I'm glad you liked the music.
As someone else mentions, the music and sound are not enabled when launching the game, but the music and sound effects adds greatly to the game. It seems that each time you spawn in you're in a unique location but I'm not sure if each level is randomly generated or it's just a big world with different spawn points. I also enjoyed the exploration aspect of this game with the destructible obstacles and finding hidden coins and chests. Getting stronger to destroy obstacles or choosing water to gain access to new areas makes the game more than just defeating waves of enemies. I made it to the end and I wonder if you can beat all of the clones that spawn or if it's impossible.
One thing is I noticed that after a game over, it takes a few seconds until the new game button can be activated. Also it's difficult to see what tiles you can destroy when starting out. At first I thought the gray bricks couldn't be destroyed but seeing a chest encased in gray bricks hinted otherwise. I do notice the particles that indicate I'm chipping away at the block, but I found that it doesn't always play especially when I'm very close to the block. Pausing the game is also odd since you click the mouse instead of something like Escape since the game doesn't use the mouse.
Thanks for playing. I am happy that you appreciated some of the mechanics I experimented with. I will add the escape button for pause as well.
You gave a very good spin to the genre with the weapon/surroundings interactions, you should definitely flesh things out even further by generating more complex biomes, changing the way the enemies behave depending on the terrain, so that you can retreat to more favourable ones against certain encounters, and most importantly improving weapons mechanics. The threat level system you use is fine for enemies, but it makes it very clunky to use weapons to, say, break stone. I think it would be beneficial if weapons displayed a list of tiles they can break, and had a separate, fixed usage rate with which they break them.
I thought about doing that but I didn't have time to implement anything, I will make an effort to have the land affect enemies in the future. I will also make an effort to fine-tune the threat level for destroying the land as well. Thanks for playing.
Three things I need to say
>Music and SFX is automatically at 0 when the game launches, took me a sec to figure it out
>Controlling the weapons/attacks is really annoying, having movement and attacking angles and directions being tied together really makes it hard to aim. Please make aiming attacks based on mouse input and not movement.
>The Axe and Bomb didn't do anything for me, but I had three powerups/weapons equipped before this. The three shot water thing and fire attack worked well. (not sure if this was intended or not.
Everything else is great, it's these things that hurt the game the most. Looking forward to what is next.
>I will fix the music.
>I'm hesitant to make such a large fundamental change just for one weapon, but I will consider it.
>Yes not all weapons activate unless there is a certain threshold of enemies.
Thanks for playing and I appreciate the feedback.
>Yes not all weapons activate unless there is a certain threshold of enemies.
Thanks for the explanation. Would be cool if it was explained somewhere. I'll play the game some more when I have the time.
I had trouble finding a way to convey that to the player but I have some ideas now.