I like the game even though I'm not good at it, definitely something I'd happily sink the time into playing and learning though! The tag powers providing both combat & mobility is sick! I loved launching myself and the AVAF with the blue one. The pause menu icons are cool, but it'd be nice to have some text appear somewhere on mouseover saying what that button does--I was a little disoriented when I first paused the game to fiddle with my settings. The default FOV is too low--especially for the combat challenge. It's probably just a skill issue but I think it's too easy to accidentally yeet oneself off edge of a building without any way to save yourself. Also, please limit FPS during pause & start menu--I can hear my GPU taking off. But don't let my nitpicks dismay you--it's real fun! You two definitely nailed the vibe & gameplay of Jet Set + Mirror's Edge both gameplay, aesthetic, and theming! I'm looking forward to seeing & playing more! Here's a video of my playthrough (needs time to process HD version fully), I hope it helps!
I'm so happy you got around to recording and posting that video - it helps us so much! We're already cracking down on a FOV slider and quite a few quality of life fixes + settings screens. Here's a little secret: we're tweaking player gravity and jump distances to help with people jumping off ledges (a scary tweak since we're actually pretty far in level design).
Stay in touch, I'm excited to see what people think of the new updates. Also if you can, shoot me your computer specs: that way we can take a look at the pause and start menus!
Glad it helped! My specs are as follows: OS: Windows 10 CPU: Intel i7-4790KI @ 4GHz RAM: 16GB GPU: AMD Radeon RX 6600 XT w/ 8GB VRAM
And I encoded the video with my ML/Video processing GPU so that shouldn't be effecting anything that much (I'm not made of money, it's just my old GTX 970). Really though, the remark about limiting framerate during the pause menu is that UE disables most actor & component tick functions while the game is paused so the GPU starts rendering frames without the CPU holding it back.
> Here's a little secret: we're tweaking player gravity and jump distances to help with people jumping off ledges (a scary tweak since we're actually pretty far in level design).
The game feels kinda stiff to play, the camera doesn't sway, doesn't react to landing and jumps, the hand remain stiff in the same position always. I get that the character is agile but it feels totally unconstrained from what having a physical body would mean for the camera pov
A lil tutorial introduction before the guy tells you to go collect stuff would go a long way, I get that this is a vertical slice but players rarely complain about a little introductory segment before going all out on a proper level
Having low air control seems like a bad idea for a game where you can fall so easily. I would either be more permissive or add a system like a double jump or grapple that lets you redirect your movement if you fuck up, I know some of the powers let you move better but if that's all the options the player will have, that's what they'll use and probably ignore the others
Fov slider please???
That's pretty much it, you guys seem to have what it takes to make a decent game with a swell aesthetic but the design is not quite there yet I think.
Thanks so much for giving it a shot! I'm dreading it but I know hand bob should probably be added, that'd polish the hell out of movement. The next version of the demo should have a tutorial and even some nice story elements so I'm pumped to see what you think about that! As far as other stuff we're taking an in depth look at air-control, gravity and other aspects, I'm hoping to nail movement down permanently soon.
Just curious did you think the FOV was too low, or high?
was a fan in the first few moments and an even bigger fan after getting them platinum scores
favorite part was definitely the combat mission, i could get blue+red and rain down on them from above or get green+yellow and camp inside to knock them off the edge (i think that counts as a kill?) or dash around with pink+green and snipe, MEGA EPIC!! though hitboxes seemed to be paper thin, i have an easier time hitting people going mach 12 in quake live. the biggest issue i had was i wanted more feedback when hitting an enemy.
i was definitely initially confused about how to equip weapons, why there was a slowdown effect on me sometimes, and i think i was dying alot without realizing it because i'd get like 70k points and not have it count as platinum and not get why.
90% of my deaths were being 1cm away from getting a ledgegrab and falling to my death, and there were times where i felt like i lacked control or went a little too fast but i think that's a good thing, it keeps it exhilarating and tough to nail that perfect movement. real men use green+green and lose all turn control and go even FASTER.
also the basketball mission is IMPOSSIBLE and i will never reach 12/12 records because of it (tho i'm only at 10/12 and don't know where the other one is)
maybe lose some speed when hitting an enemy with the green weapon? would feel more impactful and would help to not fall off the edge so easy
could be more obvious that the pink weapon has 3 different power levels
Appreciate it! With a new tutorial being added in the future , and maybe a player shop(?) I'm really hoping some aspects of the powers should be explained better. So stay tuned. By the "basketball mission" do you mean breaking the 3 floating billboards?
Thanks for the in-depth feedback that's the sort of stuff I'm looking for! I love that you got the platinum scores, I wanna know your record race time! I'll check out your game; H.R.B soon!
also i thought the billboards were just really hard to hit but after opening the game again they were all in slightly different positions and broke normally, weird bug
I like the concept, and it has a neat style, but gameplay-wise it is a bit difficult to control, enemy projectiles are harder to see and thus to avoid. Also I think it could really benefit from a double-jump so falling to your death while traversing the city is more avoidable.
Hey! Thanks, I'm still polishing off some visual stuff so that projectile feedback is much appreciated. Should be updating the demo soon with some other visual tweaks !
I really wanted to like this because it looks really cool and the idea is nice but i just had a hard time playing, the character is too floaty which takes away from the control and the sensitivty is too high. I also just couldnt get comfortable with the attack, i was constantly unsure on what it would do and how i would get the tags into each hand. I think it will get better with a structured tutorial instead of being placed right on the rooftops.
Yo, appreciate you taking the time to play. So soon (next update maybe?) I want to add a proper tutorial which I think will help new players - We have a sensitivity setting right now (on the pause menu) but the settings screen is super rough. I'll tighten that up soon.
Comments
I like the game even though I'm not good at it, definitely something I'd happily sink the time into playing and learning though! The tag powers providing both combat & mobility is sick! I loved launching myself and the AVAF with the blue one. The pause menu icons are cool, but it'd be nice to have some text appear somewhere on mouseover saying what that button does--I was a little disoriented when I first paused the game to fiddle with my settings. The default FOV is too low--especially for the combat challenge. It's probably just a skill issue but I think it's too easy to accidentally yeet oneself off edge of a building without any way to save yourself. Also, please limit FPS during pause & start menu--I can hear my GPU taking off. But don't let my nitpicks dismay you--it's real fun! You two definitely nailed the vibe & gameplay of Jet Set + Mirror's Edge both gameplay, aesthetic, and theming! I'm looking forward to seeing & playing more! Here's a video of my playthrough (needs time to process HD version fully), I hope it helps!
I'm so happy you got around to recording and posting that video - it helps us so much! We're already cracking down on a FOV slider and quite a few quality of life fixes + settings screens. Here's a little secret: we're tweaking player gravity and jump distances to help with people jumping off ledges (a scary tweak since we're actually pretty far in level design).
Stay in touch, I'm excited to see what people think of the new updates. Also if you can, shoot me your computer specs: that way we can take a look at the pause and start menus!
Glad it helped! My specs are as follows:
OS: Windows 10
CPU: Intel i7-4790KI @ 4GHz
RAM: 16GB
GPU: AMD Radeon RX 6600 XT w/ 8GB VRAM
And I encoded the video with my ML/Video processing GPU so that shouldn't be effecting anything that much (I'm not made of money, it's just my old GTX 970). Really though, the remark about limiting framerate during the pause menu is that UE disables most actor & component tick functions while the game is paused so the GPU starts rendering frames without the CPU holding it back.
> Here's a little secret: we're tweaking player gravity and jump distances to help with people jumping off ledges (a scary tweak since we're actually pretty far in level design).
That's a pretty big change--idk how you're calculating movement but you might want to increasing air friction first (that's usually what the complaint about floaty jumps means), or adding a double jump. You can also try adding "just-in-time" jumps i.e. let the player jump briefly after starting to fall of a ledge. One of the Dead Cells devs gave a GDC talk where he briefly mentions it (if the timestamp doesn't work it's the "Control tricks" section). If it works it'll save a bunch of time redesigning the levels!
Didn't play for long but here are my thoughts
That's pretty much it, you guys seem to have what it takes to make a decent game with a swell aesthetic but the design is not quite there yet I think.
Thanks so much for giving it a shot!
I'm dreading it but I know hand bob should probably be added, that'd polish the hell out of movement. The next version of the demo should have a tutorial and even some nice story elements so I'm pumped to see what you think about that! As far as other stuff we're taking an in depth look at air-control, gravity and other aspects, I'm hoping to nail movement down permanently soon.
Just curious did you think the FOV was too low, or high?
Too low! Fast games benefit from a higher FOV imo
was a fan in the first few moments and an even bigger fan after getting them platinum scores
favorite part was definitely the combat mission, i could get blue+red and rain down on them from above or get green+yellow and camp inside to knock them off the edge (i think that counts as a kill?) or dash around with pink+green and snipe, MEGA EPIC!! though hitboxes seemed to be paper thin, i have an easier time hitting people going mach 12 in quake live. the biggest issue i had was i wanted more feedback when hitting an enemy.
i was definitely initially confused about how to equip weapons, why there was a slowdown effect on me sometimes, and i think i was dying alot without realizing it because i'd get like 70k points and not have it count as platinum and not get why.
90% of my deaths were being 1cm away from getting a ledgegrab and falling to my death, and there were times where i felt like i lacked control or went a little too fast but i think that's a good thing, it keeps it exhilarating and tough to nail that perfect movement. real men use green+green and lose all turn control and go even FASTER.
also the basketball mission is IMPOSSIBLE and i will never reach 12/12 records because of it (tho i'm only at 10/12 and don't know where the other one is)
maybe lose some speed when hitting an enemy with the green weapon? would feel more impactful and would help to not fall off the edge so easy
could be more obvious that the pink weapon has 3 different power levels
Appreciate it! With a new tutorial being added in the future , and maybe a player shop(?) I'm really hoping some aspects of the powers should be explained better. So stay tuned. By the "basketball mission" do you mean breaking the 3 floating billboards?
Thanks for the in-depth feedback that's the sort of stuff I'm looking for! I love that you got the platinum scores, I wanna know your record race time! I'll check out your game; H.R.B soon!
scuffed 0:31.58
https://files.catbox.moe/ucj268.webm
also i thought the billboards were just really hard to hit but after opening the game again they were all in slightly different positions and broke normally, weird bug
I like the concept, and it has a neat style, but gameplay-wise it is a bit difficult to control, enemy projectiles are harder to see and thus to avoid. Also I think it could really benefit from a double-jump so falling to your death while traversing the city is more avoidable.
Hey! Thanks, I'm still polishing off some visual stuff so that projectile feedback is much appreciated. Should be updating the demo soon with some other visual tweaks !
I really wanted to like this because it looks really cool and the idea is nice but i just had a hard time playing, the character is too floaty which takes away from the control and the sensitivty is too high. I also just couldnt get comfortable with the attack, i was constantly unsure on what it would do and how i would get the tags into each hand. I think it will get better with a structured tutorial instead of being placed right on the rooftops.
Yo, appreciate you taking the time to play. So soon (next update maybe?) I want to add a proper tutorial which I think will help new players - We have a sensitivity setting right now (on the pause menu) but the settings screen is super rough. I'll tighten that up soon.