-I think with enemy accuracy it'd be fairer to have 360 turret and not 180 one
-I died to the boss
-torpedos being straight only is worthless since when you face the opponent he gets free shots and you have difficulty breaking away and dodging. perhaps worth to facetank as sacrifice to beat bosses.
-I don't know if you can shoot the torpedo, it took me too long to think about it so the torpedo caught up with me
-I liked the music, it feels like "sea resort" and not like "battle" but I don't mind.
>I think with enemy accuracy it'd be fairer to have 360 turret and not 180 one Honestly I would've preferred 360 degree traverse myself, both as player and developer (I still haven't solved turret getting stuck on enemies), but propellers are in the way, unfortunately, and there's not much I can do about it. That's part of the reason why I want to make a game about tanks rather than boats. Although as I found out later, BattleTanx actually solved that issue already, but I don't like how it looks:
>I don't know if you can shoot the torpedo You can't, but you can abuse i-frames on the dash to ram it.
>I liked the music, it feels like "sea resort" and not like "battle" but I don't mind That's especially ironic because I borrowed it from FreeDoom.
Restarting the level after death is very confusing. I nearly started a new game after dying on level 2 before accidentally restarting the mission with "E" key (I think?).
Visually it looks very fun and inviting. It's one of the few games that make me interested in playing without even reading what the game is solely on visuals alone. The textures, water splashes, even terrain feel well done. Seeing alternative portraits after dying feels like a very pleasant surprise addition.
It feels like collision for player bullets is too big. I guess it is so aiming is easier, but when trying to shoot close to the walls/terrain I though I had a clear shot, but I wasn't so. It's very annoying when it forced me to go out into the open space and put myself in danger, when I though I could snipe something from behind an obstacle.
After destroying the factory it kept spawning the enemies while exploding. Felt annoying when I cleared everyone around, destroyed the factory and still had to be on my guard when it seems the place should be safe.
Torpedoes seem kinda weak. I didn't feel like using them at all.
I reached mission 3 and after dying a few times I lost the drive to continue, because it felt tedious to repeat parts of the mission for the sake of small reward. By that I mean missions felt samey. I felt like even if I reached mission 4 I'd again use same weapons, fight same enemies, see same environments.
Yeah, you hit the nail on the head - I messed up the game design. My main source of gameplay inspiration was BattleTanx, but later on I pivoted towards PS1's GiTS game, and scrapped most of the subweapons, hoping that depth of the few mechanics that remain can carry the game. Turns out that mechanical depth was mostly a busywork. Tangible, visible upgrades or customisation is what would've kept the player in, it's what I would've personally preferred and it is certainly possible to achieve that in this engine, but it would be way too much work, and I'd rather not waste too much time on GZDoom if possible. So the plan right now is to to make a couple more levels, give it some kind of closure and then focus on learning another engine. That being said, I'm not going to keep the nautical theme either - while I heard some feedback that it makes my project rather unique, I'm not that big fan of it and it makes level design hard so I'd rather make a game about tanks or mecha instead.
I found the controls somewhat difficult to handle at first, but I guess thats the feature of this game, controlling both the ship and the turret, kinda fun once you start getting the hang of it . One suggestion, after loosing the players needs to manually press escape to reset so maybe prompting to replay, showing score screen and going back to main screen would be a neat addittion.
Comments
-I think with enemy accuracy it'd be fairer to have 360 turret and not 180 one
-I died to the boss
-torpedos being straight only is worthless since when you face the opponent he gets free shots and you have difficulty breaking away and dodging. perhaps worth to facetank as sacrifice to beat bosses.
-I don't know if you can shoot the torpedo, it took me too long to think about it so the torpedo caught up with me
-I liked the music, it feels like "sea resort" and not like "battle" but I don't mind.
>I think with enemy accuracy it'd be fairer to have 360 turret and not 180 one
Honestly I would've preferred 360 degree traverse myself, both as player and developer (I still haven't solved turret getting stuck on enemies), but propellers are in the way, unfortunately, and there's not much I can do about it. That's part of the reason why I want to make a game about tanks rather than boats. Although as I found out later, BattleTanx actually solved that issue already, but I don't like how it looks:
>I don't know if you can shoot the torpedo
You can't, but you can abuse i-frames on the dash to ram it.
>I liked the music, it feels like "sea resort" and not like "battle" but I don't mind
That's especially ironic because I borrowed it from FreeDoom.
Restarting the level after death is very confusing. I nearly started a new game after dying on level 2 before accidentally restarting the mission with "E" key (I think?).
Visually it looks very fun and inviting. It's one of the few games that make me interested in playing without even reading what the game is solely on visuals alone. The textures, water splashes, even terrain feel well done. Seeing alternative portraits after dying feels like a very pleasant surprise addition.
It feels like collision for player bullets is too big. I guess it is so aiming is easier, but when trying to shoot close to the walls/terrain I though I had a clear shot, but I wasn't so. It's very annoying when it forced me to go out into the open space and put myself in danger, when I though I could snipe something from behind an obstacle.
After destroying the factory it kept spawning the enemies while exploding. Felt annoying when I cleared everyone around, destroyed the factory and still had to be on my guard when it seems the place should be safe.
Torpedoes seem kinda weak. I didn't feel like using them at all.
I reached mission 3 and after dying a few times I lost the drive to continue, because it felt tedious to repeat parts of the mission for the sake of small reward. By that I mean missions felt samey. I felt like even if I reached mission 4 I'd again use same weapons, fight same enemies, see same environments.
>By that I mean missions felt samey
Yeah, you hit the nail on the head - I messed up the game design. My main source of gameplay inspiration was BattleTanx, but later on I pivoted towards PS1's GiTS game, and scrapped most of the subweapons, hoping that depth of the few mechanics that remain can carry the game. Turns out that mechanical depth was mostly a busywork. Tangible, visible upgrades or customisation is what would've kept the player in, it's what I would've personally preferred and it is certainly possible to achieve that in this engine, but it would be way too much work, and I'd rather not waste too much time on GZDoom if possible. So the plan right now is to to make a couple more levels, give it some kind of closure and then focus on learning another engine. That being said, I'm not going to keep the nautical theme either - while I heard some feedback that it makes my project rather unique, I'm not that big fan of it and it makes level design hard so I'd rather make a game about tanks or mecha instead.
I found the controls somewhat difficult to handle at first, but I guess thats the feature of this game, controlling both the ship and the turret, kinda fun once you start getting the hang of it . One suggestion, after loosing the players needs to manually press escape to reset so maybe prompting to replay, showing score screen and going back to main screen would be a neat addittion.