The presentation is certainly unique and charming, and I'm excited to see the rest of the characters & setting get fleshed out eventually. I'm going to side with the crowd and agree that Enter to pause is just a little too unorthodox. Also, I flipped the camera a weird angle and had to restart the game to fix it. Overall a tasty demo, I'm looking forward to future progress! Here's a video of my playthrough, I hope it helps!
There are a lot of bugs I didn't notice because they weren't showing up in the editor and only showed up in the compiled game and I didn't do any testing with the compiled version. I just have to change the way a few things are done internally. Most of the buildings have an interior / you can go inside and they all have ai generated walls. You also missed fishing which you have to go to the end of the dock to do, Fishing isn't really all the way in yet though atm it just plays a broken animation. Also, that first group of people you saw but avoided because you thought they would try to fight you? You could talk to those guys, all that dialog is changing though. The buildings used to be done differently, and talking to him would unlock the gym door, but that was when I was doing the buildings a different way.
The piano picks a new song each time you walk up to it. The game is still super early in development / wasn't really ready for Demo Day but I figured I'd upload it anyways. Thank you for playing.
Oh man! I missed fishing! Oof! I'll try out the stuff I missed Don't feel bad about submitting early, it's real useful getting player feedback right away & we all help catch bugs too ;)
With the combat there is an attack combo you do, but you have to get the timing right or else it just does the first attack over and over, which is what was happening with you. There is a 8 hit combo, and right click does a heavy attack that is different based on what hit you were on. In my testing in the editor version going in/out of buildings always worked, I never got stuck in a building like that. I didn't do any testing of the compiled version. Thanks for playing.
I was unable to kill the enemies and had to restart the game to enter town. In town I walked into a warehouse and was trapped forever. Reminds me of my childhood.
Beat up some fuzzies, fished a bit, met the townsfolk, what more could you want?
Bug-wise the things I would notice it that I couldn't actually talk to the townsfolk, I only got to see the speech bubble. I was also not able to finish fishing, I just kept the fishing rod out until I closed the game.
But yeah, the art works pretty well, I thought everything had a cool unique look to it. The gameplay was still very alpha-ish, I can see a couple of places it could go. The teleported-to-arena thing reminds me of Final Fantasy Type 0, not sure why, it had that circle battlefield too. Either way, good luck going forward!
Yeah it is alpha atm, I almost didn't upload it to demoday because it's not really in a playable state yet. There is a group of 3 people that can be talked to, One of which is a green alien looking guy who asks if you want to fight and starts a battle.
Crosshair as mouse cursor feels weird in the Menu.
Removing a Trait from the Body Mods doesn't remove it actually, also doesn't give me Points back. And I cant back out of the Selection menu. Effects also clip out of the Window on the right.
Why is menu on Enter? Is that common? I'd expect it to be on Escape, Tab, I, B, C, P, S, and so on, depending on what Sub menu I want.
None of the Points and Traits I spent made it into the actual Game, neither did appearance or Name, seems its just a placeholder menu for now.
Also ingame and character creation have different Stats, like Perception vs. Wisdom, which is also spelled wrong.
Stat changes don't show what they affect immediately, and to exit the menu you have to press Enter, which you can't do since it also increments the Stat you're last on. So you have to click out of it to deselect it to be able to close the menu
Mouse cursor on the Map indicates Mouse menu, but thats not an option apparently.
Random character view also made me appear as the random character Texture, not as a random character.
being able to roll on space but not jump is dumb. Let me Jump, even if its not used for anything.
Your camera rotation on RMB Bugs out if you're viewing straight from above. It doesn't know where to put itself next. Also its by default Inverted, which is really odd.
Playing the Keyboard is Fun.
After trying to get the Camera back to normal it rolled itself, so I guess I'm now playing Sideways.
Attacking seems to occur faster then the actual animation, but with a wrong 'model' for the Player, a sideways camera, and the fact that right clicking attacks heavy and tries to rotate the camera at the same Time, I'm really having a hard Time to tell.
No Idea how much health the Enemies have, or if its even possible to defeat them yet.
Battlescreen is also not blocked in, so I can just walk out of it. I can also walk through the Trashpiles
The Idea is still nice tho, makes good use of the AI Assets. If you fix those systems up properly, and add some Partymembers later on, since I'm assuming from the Combat system this orients more into a action JRPG thing, it could be a fun and unique Game.
Jumping is uterly unimportant if you're looking at it Gameplay wise. To me personally it just feels cheap and lazy if you just roll on Space instead of doing a Jump. Like the Dev scraped all Verticality just to save the Time of making a tiny Jumping animation. I usually only see this in Console Games or cheap Asian MMOs. Again, its nothing important Gameplaywise or anything, I just really really hate it personally if a first or 3rd person Computer Game doesn't allow Jumping on Space. Its so simple and easy to do, and adds so much.
Its fine if you're on a far away topdown perspective or something, but as soon as you're proper FPS/3rd Person, I personally expect jumping or be majorly dissappointed.
Game is a massive resource hog, I suspect a uncapped framerate. Its currently possible to clip the camera past its rotation limits and break it. I do like the animations on the character. Realistic movements on a janky sprite man works surprisingly well.
The graphics are nice, but everything else is a mess. The controls especially are unintuitive (enter to bring up the menu?). It's unclear what the core gameplay loop is supposed to be. If it's the combat, then it sure doesn't feel like it. There are way too many stats, which overcomplicates a simple system and information overloads new players. Unless you're targeting autists, a stat screen should not be the first thing you see when starting a new game.
Comments
The presentation is certainly unique and charming, and I'm excited to see the rest of the characters & setting get fleshed out eventually. I'm going to side with the crowd and agree that Enter to pause is just a little too unorthodox. Also, I flipped the camera a weird angle and had to restart the game to fix it. Overall a tasty demo, I'm looking forward to future progress! Here's a video of my playthrough, I hope it helps!
There are a lot of bugs I didn't notice because they weren't showing up in the editor and only showed up in the compiled game and I didn't do any testing with the compiled version. I just have to change the way a few things are done internally. Most of the buildings have an interior / you can go inside and they all have ai generated walls. You also missed fishing which you have to go to the end of the dock to do, Fishing isn't really all the way in yet though atm it just plays a broken animation.
Also, that first group of people you saw but avoided because you thought they would try to fight you? You could talk to those guys, all that dialog is changing though. The buildings used to be done differently, and talking to him would unlock the gym door, but that was when I was doing the buildings a different way.
The piano picks a new song each time you walk up to it.
The game is still super early in development / wasn't really ready for Demo Day but I figured I'd upload it anyways.
Thank you for playing.
Oh man! I missed fishing! Oof! I'll try out the stuff I missed Don't feel bad about submitting early, it's real useful getting player feedback right away & we all help catch bugs too ;)
Hey. I played your game as part of a Demo Day stream. If you didn't catch the stream live, here's a link to the video:
You can see my other demo day 46 streams as well on my channel.
With the combat there is an attack combo you do, but you have to get the timing right or else it just does the first attack over and over, which is what was happening with you. There is a 8 hit combo, and right click does a heavy attack that is different based on what hit you were on.
In my testing in the editor version going in/out of buildings always worked, I never got stuck in a building like that. I didn't do any testing of the compiled version.
Thanks for playing.
I was unable to kill the enemies and had to restart the game to enter town. In town I walked into a warehouse and was trapped forever. Reminds me of my childhood.
I didn't finish the combat yet, but all of the buildings should be enterable and exitable. I'll look into that.
Beat up some fuzzies, fished a bit, met the townsfolk, what more could you want?
Bug-wise the things I would notice it that I couldn't actually talk to the townsfolk, I only got to see the speech bubble. I was also not able to finish fishing, I just kept the fishing rod out until I closed the game.
But yeah, the art works pretty well, I thought everything had a cool unique look to it. The gameplay was still very alpha-ish, I can see a couple of places it could go. The teleported-to-arena thing reminds me of Final Fantasy Type 0, not sure why, it had that circle battlefield too. Either way, good luck going forward!
Yeah it is alpha atm, I almost didn't upload it to demoday because it's not really in a playable state yet.
There is a group of 3 people that can be talked to, One of which is a green alien looking guy who asks if you want to fight and starts a battle.
Crosshair as mouse cursor feels weird in the Menu.
Removing a Trait from the Body Mods doesn't remove it actually, also doesn't give me Points back. And I cant back out of the Selection menu. Effects also clip out of the Window on the right.
Why is menu on Enter? Is that common? I'd expect it to be on Escape, Tab, I, B, C, P, S, and so on, depending on what Sub menu I want.
None of the Points and Traits I spent made it into the actual Game, neither did appearance or Name, seems its just a placeholder menu for now.
Also ingame and character creation have different Stats, like Perception vs. Wisdom, which is also spelled wrong.
Stat changes don't show what they affect immediately, and to exit the menu you have to press Enter, which you can't do since it also increments the Stat you're last on. So you have to click out of it to deselect it to be able to close the menu
Mouse cursor on the Map indicates Mouse menu, but thats not an option apparently.
Random character view also made me appear as the random character Texture, not as a random character.
being able to roll on space but not jump is dumb. Let me Jump, even if its not used for anything.
Your camera rotation on RMB Bugs out if you're viewing straight from above. It doesn't know where to put itself next. Also its by default Inverted, which is really odd.
Playing the Keyboard is Fun.
After trying to get the Camera back to normal it rolled itself, so I guess I'm now playing Sideways.
Attacking seems to occur faster then the actual animation, but with a wrong 'model' for the Player, a sideways camera, and the fact that right clicking attacks heavy and tries to rotate the camera at the same Time, I'm really having a hard Time to tell.
No Idea how much health the Enemies have, or if its even possible to defeat them yet.
Battlescreen is also not blocked in, so I can just walk out of it. I can also walk through the Trashpiles
The Idea is still nice tho, makes good use of the AI Assets. If you fix those systems up properly, and add some Partymembers later on, since I'm assuming from the Combat system this orients more into a action JRPG thing, it could be a fun and unique Game.
Thank you, nice big list of bugs. I knew about most of these, just haven't had a chance to fix them.
Is jumping really that important? I thought people liked rolling these days.
The enemies aren't beatable in this version, I probably should have said that somewhere. Whoops.
It is designed for you to have party members later / gui designed and programmed with that in mind.
I've not been working on the game that long, most of these bugs should be fixed in time for the next demo day.
Jumping is uterly unimportant if you're looking at it Gameplay wise. To me personally it just feels cheap and lazy if you just roll on Space instead of doing a Jump. Like the Dev scraped all Verticality just to save the Time of making a tiny Jumping animation. I usually only see this in Console Games or cheap Asian MMOs. Again, its nothing important Gameplaywise or anything, I just really really hate it personally if a first or 3rd person Computer Game doesn't allow Jumping on Space. Its so simple and easy to do, and adds so much.
Its fine if you're on a far away topdown perspective or something, but as soon as you're proper FPS/3rd Person, I personally expect jumping or be majorly dissappointed.
Sorry.
Game is a massive resource hog, I suspect a uncapped framerate. Its currently possible to clip the camera past its rotation limits and break it. I do like the animations on the character. Realistic movements on a janky sprite man works surprisingly well.
The graphics are nice, but everything else is a mess. The controls especially are unintuitive (enter to bring up the menu?). It's unclear what the core gameplay loop is supposed to be. If it's the combat, then it sure doesn't feel like it. There are way too many stats, which overcomplicates a simple system and information overloads new players. Unless you're targeting autists, a stat screen should not be the first thing you see when starting a new game.
The area is more of a debug area while I got everything working, I was just focusing on getting the combat working and other basic game mechanics.