I respect any dev who is working on a 3D action game like this, but the lack of polish on virtually everything is pretty hard to get by. The game controls well, I think certain movement options and attacks need to be tweaked a little further to be more user friendly. The animations could definitely use some more weight to them, and the effects of attacks could be amplified so everything feels satisfying to pull off.
The U.I and environments feel more like placeholders, more so the UI, but that makes sense given how you've probably been focusing on the gameplay and the design of the player char. Her design in particular isn't my thing but I think objectively you did a good job.
Some better sound design + music will also elevate things a lot but I'm sure you have that planned in the works. Overall it feels like you've designed a sandbox to mess around with, and thats probably the smartest thing to do with a game like this. Tighten everything up and focus on making the basics smooth and enjoyable, the rest will follow for sure. Excited to see more!
Yeah, the core seems to have a bit of jank that gets magnified on other hardware, especially melee combat. Physics on things tend to get wacky more often than I'd like. A small struggle of mine has been starting the game with melee only, since it affects first impressions the most, and has probably been the most challenging mechanic to implement (constantly needing improvement).
Haven't given up on improving the core tho!
(also yeah, a lot of the art stuff is placeholder/practice, definitely gonna be doing another pass on it at some point)
Comments
I respect any dev who is working on a 3D action game like this, but the lack of polish on virtually everything is pretty hard to get by. The game controls well, I think certain movement options and attacks need to be tweaked a little further to be more user friendly. The animations could definitely use some more weight to them, and the effects of attacks could be amplified so everything feels satisfying to pull off.
The U.I and environments feel more like placeholders, more so the UI, but that makes sense given how you've probably been focusing on the gameplay and the design of the player char. Her design in particular isn't my thing but I think objectively you did a good job.
Some better sound design + music will also elevate things a lot but I'm sure you have that planned in the works. Overall it feels like you've designed a sandbox to mess around with, and thats probably the smartest thing to do with a game like this. Tighten everything up and focus on making the basics smooth and enjoyable, the rest will follow for sure. Excited to see more!
Thanks for playing!
Yeah, the core seems to have a bit of jank that gets magnified on other hardware, especially melee combat. Physics on things tend to get wacky more often than I'd like. A small struggle of mine has been starting the game with melee only, since it affects first impressions the most, and has probably been the most challenging mechanic to implement (constantly needing improvement).
Haven't given up on improving the core tho!
(also yeah, a lot of the art stuff is placeholder/practice, definitely gonna be doing another pass on it at some point)
Thanks again!
I'll take any kind of feedback, but in particular like to hear people's thoughts on the new boss "Red Comet"
bonus points for beating him without energy blades or rockets (which will probably trivialize the fight)