I can't click on my Cyborg to move to that Bodypart in the Garage, I have to use the Menu?
Your Text describing what an Ability does is over the Area that needs it.
You really really need a display for the Converters which are Inputs and Output on the select screen already, not just once selected, placed and switched to Wiremode. The System is really fun, having to built your Cyborg up properly, wiring around and Stuff, but its lacking in UI as described above. Also could use with having the Partswindow be able to stay open while working on the Bot, maybe put it on the right side where abilites and stats currently are, or something, I'm no UI Expert. And its missing a few Things, firstly some more converters probably, and a bunch of smaller Stuff to fill out empty space, +50 or +20 Bullets, not only gunprinters and +250 Bullets directly. I understand the Idea behind Cables being thick and non-bridgeable to make the menuing more Fun, but often I would wish for there to be some, I don't know how you'd handle it with the current System, but maybe a 1 block bridge, that takes Input of X and Y and gives output of X and Y at the same time aswell, or something like that.
Regardless, even with how it is now, I managed to push in all Abilites, and get hopefully some good melee damage and some amount of Bullets in, plus some extra Health and Energy. Obviously I cheated for max out equipment, I'm not going to grind through all of that for DD.
Rightclicking in Wiremode when not over a block shouldn't do anything instead of removing the closest block. I used that often to get rid of a Wire currently selected, but when not over the Cyborgs building Area, it still removed my Wire at some Points.
With how the Layout is currently and the whole Idea behind Cyborg building, I've been thinking wether you're aiming for more Cyborgs down the line, with different internal Layouts?
Was hoping external would give me some Design Options, not just Colors, but maybe later.
Tutorial is nice and clean, but as with a lot of Things graphically lacking. You have some nice Atmosphere in the main Menu and Garage, even tho it is aswell very barebones and placeholder-y, but it doesn't translate to elsewhere much.
Maxotaur fight is alright, DDos is not. Once you get hit by Rockets or something, you get flung around repeatedly while being hit be the next set, and can't stand up until the next ones already hit you. It needs a bit better timing. Same on Red Comet, he can easily stunlock you into melee if he just hits you once there. And Cobalt then does basically nothing.
Overall its still enjoyable tho, I really liked the Bot assembly, and with better AI, and more interesting Enemies then just walk towards you and/or shoot at you, it could be quite fun. Needs better graphics and animations and Stuff tho I think. Some background Doodads in the Garage and Menues, better UI, more interesting Arena then just a flat sandy Plane and so on.
During the Maxotaur fight, charged at him with full speed to melee, catapulted myself out of the Arena. I could walk into it, and got some kind of knockdown/out of ring warning and countdown, so that Stuff works, but I shouldn't launch myself a massive Distance through the Enemy ouf of the Ring I think. It definetly felt like an unintended Bug.
Thanks for playing! I'm glad you did a lot with the building! (most of my testers don't get far with it, even with the cheat buttons)
I agree with all the UI suggestions, it's something I've been struggling to work out. Also been meaning to add an indication for how big a part is before you take it out.
>Wire bridge Considering it. ATM the closest thing to a bridge is generators with multiple outputs (like the reactor) since you can run different wire between the outputs. A plus (+) shaped bridge probably wouldn't be too difficult to add, and I could have it only take up the 1x1 center space, but im not sure how helpful it'd be with tighter spaces like the arms. Anything more useful than that is basically multi-colored wire (which im avoiding for now)
>Rightclicking in Wiremode when not over a block shouldn't do anything instead of removing the closest block. yeah, that's a bug
>Tutorial is nice and clean, but... Thx, yeah, still WIP. There's some more cutscene-type stuff I wanna add to it and some better looking props. kinda rushed it out last second for DD.
>more Cyborgs down the line version 1.0 will only have Nxia, but if things go well, I do wanna add other characters who'd have different skill trees to build around (and maybe different layouts)
>Menu and Garage atmosphere ... doesn't translate much elsewhere I'm planning to add some kind of BGM for the arena/bosses, but haven't figured out if I'm making it or licensing it yet. (might help)
>more Externals than just paint later Yup! Only have plans for accessories/stickers atm tho. I know people want stuff like hairstyles/outfits but I'll be holding back on that stuff for a while, for various reasons... (scope, story, character identity, etc)
>knocked down by rockets repeatedly One of the changes I hadn't committed to yet was if/when enemies attack you while your ragdolling. I should probably commit to something at this point cause yeah, rockets waiting for you to get up is weird and annoying.
>Red Comet stun locks in melee the combo-ing is intentional, but I should probably have him back off more after he knocks you down for above reasons
>Cobalt then does basically nothing. oh geez, not again... I assume you mean she just stands there until she dies? My boss code is spaghetti, very sorry.
>charged at him with full speed to melee, catapulted myself out of the Arena yeah, need to tone that down for some stuff (it's probably conserved momentum from the energy blade moveset being really fast)
>oh geez, not again... I assume you mean she just stands there until she dies? My boss code is spaghetti, very sorry.
No, she walked around a bit and did some shield and tether or whatever, it all just did "basically" nothing, meaning she could've just aswell stood still and waited to die.
It seems this game supports gamepads but I can't navigate the menus or dialogue with my gamepad. A little annoying. Edit: Oh now that I've moved around with the gamepad I can advance the dialogue with it? Edit: yeah randomly it stops taking my gamepad inputs for dialogue advancement.
The tutorial says right trigger does kicks but it doesn't.
Sometimes I attack targets that aren't on my screen but my character has locked onto. That feels weird.
Somehow I got myself stuck in the dodge animation sliding on the floor. I dodged while still to see if it would keep me safe from damage and got attacked.
The keybindings are shown with M+KB so I can't check what my gamepad controls are. I thought Y was print guns but I can't do it now.
It feels like there's a really cool game here but I had too much controls confusion to get into it.
Sorry, you had a bit of a rough time with it... I haven't been the best about keeping Gamepad up to date with all the changes.
>The tutorial says right trigger does kicks but it doesn't. Long story. Short version: It used to and I forgot I had changed it (I do most of my testing on M&KB) very sorry!
>stuck in the dodge animation If it was right before a dialogue box popped up, it's something I've seen before and hadn't gotten to yet. If it was somewhere else, its new. Thanks for letting me know either way
>I thought Y was print guns but I can't do it now. There isn't a way to rebind controller controls atm. Once you get out of the tutorial stage you'd need to get and install a "Gun Printer" module to print guns, I'll guess that's probably the issue. (There's admittedly a lot of the game that needs explaining early on which is why fleshing out the tutorials is high on my TODO.)
The action part is pretty good and looks feature complete, but it feels slow.
Level 1 would gain a lot from being smaller and spawning enemies in such a way I can be more aggressive without being ganked by too many (like the way DMC enemies take turns).
Level 2 gets softlocked when boss appears, everything except for animations is stopped and I can't move from the spot.
The module system is really cool, but manually wiring everything might be too much. I can see it work well if there easy and quick module placement for ok result but you could customize the wiring to min max your build. Switching between body parts looks cool but it's also subpar mechanically. Being able to see your entire setup in a single view would be better.
Thanks for playing! >want to be more aggressive without being ganked Agreed, I was gonna do some research into how other games handle that just haven't gotten around to it yet
>level 2 broke at boss well shit, that's what I get for rushing to get in last minute
>manually wiring things might be too much One of the things on my TODO is making a better introduction to the internals stuff (currently walls of text). Might get some changes besides that cause hooking up for late-game stuff like the Energy Blades ability might be too much of a puzzle for people. (Also you kinda end up with not a lot of options besides the single solution)
>being able to see your entire setup in a single view would be better other people have asked for this, so I'll probably add it at some point
Comments
I can't click on my Cyborg to move to that Bodypart in the Garage, I have to use the Menu?
Your Text describing what an Ability does is over the Area that needs it.
You really really need a display for the Converters which are Inputs and Output on the select screen already, not just once selected, placed and switched to Wiremode. The System is really fun, having to built your Cyborg up properly, wiring around and Stuff, but its lacking in UI as described above. Also could use with having the Partswindow be able to stay open while working on the Bot, maybe put it on the right side where abilites and stats currently are, or something, I'm no UI Expert. And its missing a few Things, firstly some more converters probably, and a bunch of smaller Stuff to fill out empty space, +50 or +20 Bullets, not only gunprinters and +250 Bullets directly. I understand the Idea behind Cables being thick and non-bridgeable to make the menuing more Fun, but often I would wish for there to be some, I don't know how you'd handle it with the current System, but maybe a 1 block bridge, that takes Input of X and Y and gives output of X and Y at the same time aswell, or something like that.
Regardless, even with how it is now, I managed to push in all Abilites, and get hopefully some good melee damage and some amount of Bullets in, plus some extra Health and Energy. Obviously I cheated for max out equipment, I'm not going to grind through all of that for DD.
Rightclicking in Wiremode when not over a block shouldn't do anything instead of removing the closest block. I used that often to get rid of a Wire currently selected, but when not over the Cyborgs building Area, it still removed my Wire at some Points.
With how the Layout is currently and the whole Idea behind Cyborg building, I've been thinking wether you're aiming for more Cyborgs down the line, with different internal Layouts?
Was hoping external would give me some Design Options, not just Colors, but maybe later.
Tutorial is nice and clean, but as with a lot of Things graphically lacking. You have some nice Atmosphere in the main Menu and Garage, even tho it is aswell very barebones and placeholder-y, but it doesn't translate to elsewhere much.
Maxotaur fight is alright, DDos is not. Once you get hit by Rockets or something, you get flung around repeatedly while being hit be the next set, and can't stand up until the next ones already hit you. It needs a bit better timing. Same on Red Comet, he can easily stunlock you into melee if he just hits you once there. And Cobalt then does basically nothing.
Overall its still enjoyable tho, I really liked the Bot assembly, and with better AI, and more interesting Enemies then just walk towards you and/or shoot at you, it could be quite fun. Needs better graphics and animations and Stuff tho I think. Some background Doodads in the Garage and Menues, better UI, more interesting Arena then just a flat sandy Plane and so on.
During the Maxotaur fight, charged at him with full speed to melee, catapulted myself out of the Arena. I could walk into it, and got some kind of knockdown/out of ring warning and countdown, so that Stuff works, but I shouldn't launch myself a massive Distance through the Enemy ouf of the Ring I think. It definetly felt like an unintended Bug.
Thanks for playing!
I'm glad you did a lot with the building! (most of my testers don't get far with it, even with the cheat buttons)
I agree with all the UI suggestions, it's something I've been struggling to work out. Also been meaning to add an indication for how big a part is before you take it out.
>Wire bridge
Considering it. ATM the closest thing to a bridge is generators with multiple outputs (like the reactor) since you can run different wire between the outputs. A plus (+) shaped bridge probably wouldn't be too difficult to add, and I could have it only take up the 1x1 center space, but im not sure how helpful it'd be with tighter spaces like the arms. Anything more useful than that is basically multi-colored wire (which im avoiding for now)
>Rightclicking in Wiremode when not over a block shouldn't do anything instead of removing the closest block.
yeah, that's a bug
>Tutorial is nice and clean, but...
Thx, yeah, still WIP. There's some more cutscene-type stuff I wanna add to it and some better looking props. kinda rushed it out last second for DD.
>more Cyborgs down the line
version 1.0 will only have Nxia, but if things go well, I do wanna add other characters who'd have different skill trees to build around (and maybe different layouts)
>Menu and Garage atmosphere ... doesn't translate much elsewhere
I'm planning to add some kind of BGM for the arena/bosses, but haven't figured out if I'm making it or licensing it yet. (might help)
>more Externals than just paint later
Yup! Only have plans for accessories/stickers atm tho. I know people want stuff like hairstyles/outfits but I'll be holding back on that stuff for a while, for various reasons... (scope, story, character identity, etc)
>knocked down by rockets repeatedly
One of the changes I hadn't committed to yet was if/when enemies attack you while your ragdolling. I should probably commit to something at this point cause yeah, rockets waiting for you to get up is weird and annoying.
>Red Comet stun locks in melee
the combo-ing is intentional, but I should probably have him back off more after he knocks you down for above reasons
>Cobalt then does basically nothing.
oh geez, not again... I assume you mean she just stands there until she dies? My boss code is spaghetti, very sorry.
>charged at him with full speed to melee, catapulted myself out of the Arena
yeah, need to tone that down for some stuff (it's probably conserved momentum from the energy blade moveset being really fast)
Thanks again! Especially for the feedback!
>oh geez, not again... I assume you mean she just stands there until she dies? My boss code is spaghetti, very sorry.
No, she walked around a bit and did some shield and tether or whatever, it all just did "basically" nothing, meaning she could've just aswell stood still and waited to die.
ah ok, thx for clarifying
It seems this game supports gamepads but I can't navigate the menus or dialogue with my gamepad. A little annoying. Edit: Oh now that I've moved around with the gamepad I can advance the dialogue with it? Edit: yeah randomly it stops taking my gamepad inputs for dialogue advancement.
The tutorial says right trigger does kicks but it doesn't.
Sometimes I attack targets that aren't on my screen but my character has locked onto. That feels weird.
Somehow I got myself stuck in the dodge animation sliding on the floor. I dodged while still to see if it would keep me safe from damage and got attacked.
The keybindings are shown with M+KB so I can't check what my gamepad controls are. I thought Y was print guns but I can't do it now.
It feels like there's a really cool game here but I had too much controls confusion to get into it.
Thanks for playing!
Sorry, you had a bit of a rough time with it... I haven't been the best about keeping Gamepad up to date with all the changes.
>The tutorial says right trigger does kicks but it doesn't.
Long story.
Short version: It used to and I forgot I had changed it (I do most of my testing on M&KB) very sorry!
>stuck in the dodge animation
If it was right before a dialogue box popped up, it's something I've seen before and hadn't gotten to yet. If it was somewhere else, its new. Thanks for letting me know either way
>I thought Y was print guns but I can't do it now.
There isn't a way to rebind controller controls atm. Once you get out of the tutorial stage you'd need to get and install a "Gun Printer" module to print guns, I'll guess that's probably the issue. (There's admittedly a lot of the game that needs explaining early on which is why fleshing out the tutorials is high on my TODO.)
Thanks Again!
There's a dropkick, that means I like it.
The action part is pretty good and looks feature complete, but it feels slow.
Level 1 would gain a lot from being smaller and spawning enemies in such a way I can be more aggressive without being ganked by too many (like the way DMC enemies take turns).
Level 2 gets softlocked when boss appears, everything except for animations is stopped and I can't move from the spot.
The module system is really cool, but manually wiring everything might be too much. I can see it work well if there easy and quick module placement for ok result but you could customize the wiring to min max your build. Switching between body parts looks cool but it's also subpar mechanically. Being able to see your entire setup in a single view would be better.
Thanks for playing!
>want to be more aggressive without being ganked
Agreed, I was gonna do some research into how other games handle that just haven't gotten around to it yet
>level 2 broke at boss
well shit, that's what I get for rushing to get in last minute
>manually wiring things might be too much
One of the things on my TODO is making a better introduction to the internals stuff (currently walls of text). Might get some changes besides that cause hooking up for late-game stuff like the Energy Blades ability might be too much of a puzzle for people. (Also you kinda end up with not a lot of options besides the single solution)
>being able to see your entire setup in a single view would be better
other people have asked for this, so I'll probably add it at some point
Thanks again!