It would be nice if I could hold right click and spam shoot to fire off a lot of fast platforms. It just feels clunky having to re-press right click every time
If you are riding a fast platform aimed up, and you pass through a 2-way orange floor thing, you fall off your bullet, sometimes. Sometimes when you fall off a bullet platform, the 2-way orange floor things don't catch you
CTRL snapping should have more angles, maybe ever 45 or 15 degrees
Maybe zombies should take extra headshot damage?
It is annoying that doors aren't tall enough to comfortably fit me standing on a bullet
Oh I thought it was that platforms go faster when you hold the button. Turns out tapping right click permanently turns your bullets into fast bullets. I wish it was hold so I could make a bullet go fast-slow-fast-slow
Turns out the orange 2-way platforms sometimes just dont work at all and I fall through
Make the intro cutscene skippable. People want to get into gameplay right off the bat with these kinds of games, so forcing players to sit through a couple minutes' worth of exposition before pressing a single button isn't a wise choice.
Apart from that, I really liked what you have so far. The way you melded pretty much every single gameplay mechanic into one weapon is pretty genius; a lesser developer would have made the platform gun and the "shoot zombies" gun two separate things.
I didn't play this last DD but I heard it was really good. and yeah the premise is stellar. glad to see there's secrets, and that the secret money is actually used for something.
stacking up a bunch of platforms and then launching them into an enemy is very satisfying.
good foreshadowing/teaching with the eyes closed == invincible stuff
the narrow corridor bit with the invincible monsters is a very memorable challenge, if a little tedious. I don't think I would recommend changing it though, it works well
cool puzzle boss. I would say it's conceptually pretty cool but even more tedious. forming a plan to get it shot in the correct side at the correct time is nice, but actually executing that plan in time is pretty finnicky. I'd recommend smoothing out the process. for instance, shrinking the boss's hitbox with which it destroys platforms. it was pretty common for me to set up a bunch of platforms in the air, then the boss just barely grazes them and they are destroyed. the boss music is also way louder than the rest of the music, I had to turn it down. and it doesn't loop, the second half of the fight I fought in silence
I don't like the intro. seems like the ambivalent corporate work environment thing has been done to death now between subnautica, going under, satisfactory, deep rock galactic, the surge...
turrets, I often found that when I saw a turret for the first time it was already too late to avoid its fire. unrelatedly I'd recommend making their bullets bigger and brighter, maybe about the size of the platforms
the art is actually so good. it's completely unmarketable and the screenshots look like amateur hour, but despite that it's presented with such confidence that I can't not like it
Comments
I tried to play and record your game in the past and I had performance issues. This time I got to play it and record it with commentary:
https://mega.nz/folder/PYMBCI6A#kb__dlWiUsmt-zPha-iBtA
The whole DD51 folder is going to be deleted by DD52.
enjoy the video.
i've mentioned some of this in the thread after you released it:
congrats on finishing it
It would be nice if I could hold right click and spam shoot to fire off a lot of fast platforms. It just feels clunky having to re-press right click every time
If you are riding a fast platform aimed up, and you pass through a 2-way orange floor thing, you fall off your bullet, sometimes. Sometimes when you fall off a bullet platform, the 2-way orange floor things don't catch you
CTRL snapping should have more angles, maybe ever 45 or 15 degrees
Maybe zombies should take extra headshot damage?
It is annoying that doors aren't tall enough to comfortably fit me standing on a bullet
Oh I thought it was that platforms go faster when you hold the button. Turns out tapping right click permanently turns your bullets into fast bullets. I wish it was hold so I could make a bullet go fast-slow-fast-slow
Turns out the orange 2-way platforms sometimes just dont work at all and I fall through
Make the intro cutscene skippable. People want to get into gameplay right off the bat with these kinds of games, so forcing players to sit through a couple minutes' worth of exposition before pressing a single button isn't a wise choice.
Apart from that, I really liked what you have so far. The way you melded pretty much every single gameplay mechanic into one weapon is pretty genius; a lesser developer would have made the platform gun and the "shoot zombies" gun two separate things.
Good work.
Nice and charming.
The jump is a bit floaty and it's a bit too easy, but it was fun.
I didn't play this last DD but I heard it was really good. and yeah the premise is stellar. glad to see there's secrets, and that the secret money is actually used for something.
stacking up a bunch of platforms and then launching them into an enemy is very satisfying.
good foreshadowing/teaching with the eyes closed == invincible stuff
the narrow corridor bit with the invincible monsters is a very memorable challenge, if a little tedious. I don't think I would recommend changing it though, it works well
cool puzzle boss. I would say it's conceptually pretty cool but even more tedious. forming a plan to get it shot in the correct side at the correct time is nice, but actually executing that plan in time is pretty finnicky. I'd recommend smoothing out the process. for instance, shrinking the boss's hitbox with which it destroys platforms. it was pretty common for me to set up a bunch of platforms in the air, then the boss just barely grazes them and they are destroyed. the boss music is also way louder than the rest of the music, I had to turn it down. and it doesn't loop, the second half of the fight I fought in silence
I don't like the intro. seems like the ambivalent corporate work environment thing has been done to death now between subnautica, going under, satisfactory, deep rock galactic, the surge...
turrets, I often found that when I saw a turret for the first time it was already too late to avoid its fire. unrelatedly I'd recommend making their bullets bigger and brighter, maybe about the size of the platforms
the art is actually so good. it's completely unmarketable and the screenshots look like amateur hour, but despite that it's presented with such confidence that I can't not like it