As for controls my impressions were that I would like to have an option to cancel throwing and quickly tapping movement keys should move the character more (I should be able to adjust my position in slightly bigger steps). It's also so much more comfortable to use IJKL + arrows.
The rest of the grab/throw feels alright. If you want responsiveness over commitment you could allow to change direction of the grab right after it already started.
Haven't found any bugs (couldn't even put a block on top of an enemy), the line of sight works well, the controls takes getting used to a bit first but you can eventually get the hang of it. Punching enemies at the moment doesn't seem to do anything, but I imagine it's not implemented yet.
Everything seems to be working as intended. I'd suggest for the actual game explaining a bit how interacting works (for instance, hitting the dummies has a cooldown) but overall it seems intuitive. Looking forward to see what this tech demo becomes in the future.
Aside from that, my only complain is that I wish there were more things to do in this demo because I was having fun just removing and placing blocks. The smooth animations + the FOV stuff make it very comfy. Good job!
very nice dramatic shadows, always a big fan of those.
the only bit of valuable feedback would be to consider changing the default controls. having 4 keys to pick up items seems like massive overkill. what about some system like {Movement key Left] + [Interact key] would cause the Left Interact to occur. or if it's a desktop only game, [Interact key] would use the Interact Action closes to the position of the mouse, or so on.
Comments
I recorded your game again
https://mega.nz/folder/PYMBCI6A#kb__dlWiUsmt-zPha-iBtA
the whole DD51 folder is going to be removed before DD52. A man is like an island...
The main mechanic certainly seems interesting but you're still not doing anything with it. Is this gonna some kind of puzzle game?
Controls are fine but I'd like to see gamepad support as I feel that'll be more intuitive.
The shadows are cool technically but I found them kinda distracting while moving around.
Making your main character a McDonalds employee is a bold choice.
Couldn’t get it to run, but I suspect it’s something on my end on not on yours.
It works fine. The grays have been bullied.
As for controls my impressions were that I would like to have an option to cancel throwing and quickly tapping movement keys should move the character more (I should be able to adjust my position in slightly bigger steps). It's also so much more comfortable to use IJKL + arrows.
The rest of the grab/throw feels alright. If you want responsiveness over commitment you could allow to change direction of the grab right after it already started.
Haven't found any bugs (couldn't even put a block on top of an enemy), the line of sight works well, the controls takes getting used to a bit first but you can eventually get the hang of it. Punching enemies at the moment doesn't seem to do anything, but I imagine it's not implemented yet.
Everything seems to be working as intended. I'd suggest for the actual game explaining a bit how interacting works (for instance, hitting the dummies has a cooldown) but overall it seems intuitive. Looking forward to see what this tech demo becomes in the future.
I agree that the controls feel a bit weird.
Aside from that, my only complain is that I wish there were more things to do in this demo because I was having fun just removing and placing blocks. The smooth animations + the FOV stuff make it very comfy. Good job!
very nice dramatic shadows, always a big fan of those.
the only bit of valuable feedback would be to consider changing the default controls. having 4 keys to pick up items seems like massive overkill. what about some system like {Movement key Left] + [Interact key] would cause the Left Interact to occur. or if it's a desktop only game, [Interact key] would use the Interact Action closes to the position of the mouse, or so on.
good work otherwise, keep it up
I want the game to be mouseless. This control scheme is what Binding of Isaac uses.