I really thought I'd seen screen with enemies in the game but I guess I was wrong. Thought the movement felt fine, but you'd really need something to fight against to really know. I didn't like the sluggish mouse turning though, is it really necessary to have it so slow? The shrimp can still have its turnrate even with it fast. What's the difference between a dash the F ability? Just seems like a slightly different dodge. Camera can clip into things and you can get occluded by things. No treasure at the top of the mountain, boooooooo!
The shrimp starts to jitter as it gathers speed, most noticeable when strafing I think:
The tilting and floating is nice, fits the Underwater theme. The Shrimp is cute.
WASD should be in Camera or Modelspace I think tho, so when I look down, I can swim down with W.
There is no cooldown shown for the RMB Ability, and I thought it was cute when I was just blowing Bubbles, instead of a big Projectile. The ParticleEffects over all are pretty nice.
You can't float infinitely high, and it also takes up Stamina? Very odd for a 3D Underwater Game I think.
Also rescaling doesn't work very well, if I un-fullscreen via F11, I get a fullscreen Window that locks the Cursor when I try to resize. And the Health/Stamina Bar go offscreen either Way.
Made it into the big middle Crater, there isn't much else there I assume. Your Camera clips into the Terrain theire easily, which can block Vision of your Character at some Points. Your Map also is bad, but I'm assuming its a quickly thrown together Placeholder. While I praised the floatiness earlier, it can get a bit much when you've build some speed by swimming forward continously, at which Point it becomes too much. A hard maximum quite a bit lower then currently might work well.
No Idea how to get a Whirlwind going as in your Screenshot, I tried shooting, spinning, spaming Abilities, but maybe its not there or I'm too dumb.
I don't want to move up and down by looking and going forward (like a halo Banshee) since I want you to be able to ascend or descend while shooting at something else.
I don't want the player to float infinitely high since it would trivialize certain parts of the game. I want it to feel more like a jet pack. Thats why it gets harder to ascend past a certain point. When taking off from a higher platform, your height cap is temporarily set higher, then slowly lerps back down.
Can you think of a good way to convey that to the player? Maybe like a pressure gauge or something? A lot of people are confused by this. Gotta think of a solution here
You can get new abilities for the demo by pressing X to see their hotkeys. Whirlwind is the F ability for Wind. That note may have been clipped on your monitor if you're not 1920x1080 :/
I understand the Jetpack Idea gameplay wise, I just think it makes little Sense Environment-wise. Maybe if you'd have a Stream of Bubbles downwards that'll have to hit the Floor to propel you or something, but I don't know if that'll be enough.
If I recall correctly, you also have something kind of similar but not strong enough already for it.
Since you are underwater it could use more verticality, also took me a while to understand the fireball ability had to be charged, maybe write "hold" on the button
played the game, very nice concept, would lock the diff elements and abilities behind a roguelike autochess shop with items doe. Qwott's feedback is correct exepct from last point. The movement feels like an old racing car, dont think thats what u want. Bind Dash to ctrl or smth.
see how you have a pool of abilities when cyclcing through elements. Player starts with only pew pew, present an X number of abilities at once(3 Usually) every Y minutes, tied to an economy system (usually enemy moneys drop), and let the player decide which one he would like to pick. You could this with passive bonuses as well. Check SNKRX to see how that shop is done.
This is exactly what I was planning on doing lol. It's probably going to be tied to general xp and be a level up thing though.
Thanks for making me feel better about the idea! There are a few ways of doing it (ie relic pickups like RoR2, discrete choice Stat upgrades like Diablo, skill tree etc) but I think the pool is best for this game since it'll be multiplayer and it'll mitigate meta builds
I don't like the way the movement works. It's imprecise and doesn't feel like swimming. Acceleration and deceleration are both way too slow. You're not going to be able to dodge anything like this. W should move you in the direction you're facing.
Never bind an action to double tapping the movement keys.
The elemental abilities feel uninspired and unfitting for the theme. Why can you shoot fireballs underwater?
I think you should go for something closer to the original concept with several shrimp that have a few unique abilities each and a multiplayer focus. Also, melee attacks.
Noted, especially regarding the double tap thing. I might make that chance now. The goal was to make the Shrimp feel like a submarine, but I'll tweak the movement As for the element stuff, that's staying Also, melee attacks are in the utility abilities
NOTE: HOLD RMB FOR 1 SECOND THEN RELEASE FOR RMB ABILITY In the real game, players will not have access to all of the abilities and shots, this is just a demonstration. Planning an rpg progression system Get used to the controls then go ahead and spawn some enemies to kill. It'll get a bit harder as time goes on.
Comments
I really thought I'd seen screen with enemies in the game but I guess I was wrong. Thought the movement felt fine, but you'd really need something to fight against to really know. I didn't like the sluggish mouse turning though, is it really necessary to have it so slow? The shrimp can still have its turnrate even with it fast. What's the difference between a dash the F ability? Just seems like a slightly different dodge. Camera can clip into things and you can get occluded by things. No treasure at the top of the mountain, boooooooo!
The shrimp starts to jitter as it gathers speed, most noticeable when strafing I think:
https://files.catbox.moe/rfrk6c.webm
Press Z to spawn enemies. Maybe that control tip was cropped off (working on resolution fix)
I'd like to make the game feel a little weighty, but maybe could tweak it.
F is fire dash, shift is normal non-cooldown dash. You can press X to see the list of other demo abilities and shots
Oh so that's what it was, yeah can't see it in the controls. My monitor is 1440p. X didn't seem to do anything from what I could tell.
Make sense... I'll have a fix for it next DD. Just me being stupid!
Thanks for the feedback
The tilting and floating is nice, fits the Underwater theme. The Shrimp is cute.
WASD should be in Camera or Modelspace I think tho, so when I look down, I can swim down with W.
There is no cooldown shown for the RMB Ability, and I thought it was cute when I was just blowing Bubbles, instead of a big Projectile. The ParticleEffects over all are pretty nice.
You can't float infinitely high, and it also takes up Stamina? Very odd for a 3D Underwater Game I think.
Also rescaling doesn't work very well, if I un-fullscreen via F11, I get a fullscreen Window that locks the Cursor when I try to resize. And the Health/Stamina Bar go offscreen either Way.
Made it into the big middle Crater, there isn't much else there I assume. Your Camera clips into the Terrain theire easily, which can block Vision of your Character at some Points. Your Map also is bad, but I'm assuming its a quickly thrown together Placeholder. While I praised the floatiness earlier, it can get a bit much when you've build some speed by swimming forward continously, at which Point it becomes too much. A hard maximum quite a bit lower then currently might work well.
No Idea how to get a Whirlwind going as in your Screenshot, I tried shooting, spinning, spaming Abilities, but maybe its not there or I'm too dumb.
Thanks Tomo
I don't want to move up and down by looking and going forward (like a halo Banshee) since I want you to be able to ascend or descend while shooting at something else.
I don't want the player to float infinitely high since it would trivialize certain parts of the game. I want it to feel more like a jet pack. Thats why it gets harder to ascend past a certain point. When taking off from a higher platform, your height cap is temporarily set higher, then slowly lerps back down.
Can you think of a good way to convey that to the player? Maybe like a pressure gauge or something? A lot of people are confused by this. Gotta think of a solution here
You can get new abilities for the demo by pressing X to see their hotkeys. Whirlwind is the F ability for Wind. That note may have been clipped on your monitor if you're not 1920x1080 :/
Probably got clipped then, sorry.
I understand the Jetpack Idea gameplay wise, I just think it makes little Sense Environment-wise. Maybe if you'd have a Stream of Bubbles downwards that'll have to hit the Floor to propel you or something, but I don't know if that'll be enough.
If I recall correctly, you also have something kind of similar but not strong enough already for it.
Since you are underwater it could use more verticality, also took me a while to understand the fireball ability had to be charged, maybe write "hold" on the button
played the game, very nice concept, would lock the diff elements and abilities behind a roguelike autochess shop with items doe. Qwott's feedback is correct exepct from last point. The movement feels like an old racing car, dont think thats what u want. Bind Dash to ctrl or smth.
I'll rebind dash, thanks.
Could you elaborate on an auto chess shop? Sounds interesting!
see how you have a pool of abilities when cyclcing through elements. Player starts with only pew pew, present an X number of abilities at once(3 Usually) every Y minutes, tied to an economy system (usually enemy moneys drop), and let the player decide which one he would like to pick. You could this with passive bonuses as well. Check SNKRX to see how that shop is done.
This is exactly what I was planning on doing lol. It's probably going to be tied to general xp and be a level up thing though.
Thanks for making me feel better about the idea! There are a few ways of doing it (ie relic pickups like RoR2, discrete choice Stat upgrades like Diablo, skill tree etc) but I think the pool is best for this game since it'll be multiplayer and it'll mitigate meta builds
I think you should go for something closer to the original concept with several shrimp that have a few unique abilities each and a multiplayer focus. Also, melee attacks.
Noted, especially regarding the double tap thing. I might make that chance now.
The goal was to make the Shrimp feel like a submarine, but I'll tweak the movement
As for the element stuff, that's staying
Also, melee attacks are in the utility abilities
NOTE: HOLD RMB FOR 1 SECOND THEN RELEASE FOR RMB ABILITY
In the real game, players will not have access to all of the abilities and shots, this is just a demonstration. Planning an rpg progression system
Get used to the controls then go ahead and spawn some enemies to kill. It'll get a bit harder as time goes on.