Played on windows. Seems like a really cool start to a game. It did feel intense and like I as in danger, unlike some other similar games where you can take hit after hit, it punished me for being cocky or poorly performing a move. as others have said, the combat is fun and fluid, but I feel it could be a little bit more punchy. I think the sound plays a big part in this, it's just too quiet and soft at the moment, especially the punches. would love to hear it sound more visceral, like a beefsteak being slammed against a wall.
My only other critiscism that stands out is the collisions are very buggy. Everytime I jumped, I fell through the floor, and when I died on a piece of geometry, I couldn't get up upon respawn and was trapped there until the enemies knocked me off. I'm guessing you're gonna build up the levels more, so its not really important.
Oh yeah, and I would love if target was on middle mouse button, I think it's much more natural as you're not likely to be attacking when targeting, but you will be moving and need to keep your fingers on wasd.
Thank you for playing! I'm glad the central idea of the combat system shines through. SFX is hard (^__^);
Also thank you very much for the bug report on not getting back up, that hasn't happened to me in testing. I'll have to check if it's consistent. Which piece of geometry was it, do you remember?
Target on middle mouse is a good idea - matches up better with the game pad equivalent of R3, too. I was keeping it in reserve for a grab/throw system, but I guess putting that on the "use" key might make just as much sense. (in any case I really gotta get around to implementing re-bindable inputs)
I got stuck on the ramp right next to the spawn, although I seemed to fall through all of the geometry to some extent. If no one else experienced it then maybe it was just something to do with my game? Idk.
Falling through the ground a bit is a bug that's universal atm, but I can't get the character to get stuck in the knocked-down state after dying. I'll make a note of it though, I doubt it's exclusive to you.
-Default sensitivity is way too low for controller, but OK for mouse. Maybe have a separate value for those two?
-Setting the Starting Wave to a high amount(5,000+) will cause the game to freeze for a bit and then take up over 6gb of RAM. Probably want to add a soft cap, or at least warn the player of the cost.
-Combat is fairly fun, punching seemed difficult to do right, so I mostly used the kick abilities. It was annoying how much the enemy would run away at times.
Was better than last time I played, keep up the good work.
I have a 16:9 screen myself and haven't made the slightest attempt to make things work for other screen sizes, so that makes sense. I'll put it on The List.
>Default Sensitivity
That's interesting, one of the streamers told me the default felt set for controller. But maybe he had preferences saved from an earlier DD. either way I definitely need to figure out how to tell if the player is using a mouse or a game pad and change sensitivity accordingly.
>starting wave
Yeah it's not really meant to go over 2 digits. But I feel like nobody has done it outside of messing around to see what would happen, so fixing it has never been a priority. I should at least put in a warning though, you're right.
The good: -Combat reminds me a lot of Overgrowth, which is fun, and there if you ever need something for reference. (Although the meta of that game felt like throwing weapons and spamming drop kick) -The way ragdolls react to impacts is really cool. -pause menu very cinematic and cool -Love the way their eyes reflect light in the dark -Appreciate the tasteful censorship -Being executed by an enemy slapping my ass is very funny
The less good:
-occasionally I get stuck in a loop of an enemy trying to execute me and me ragdolling over and over, but it could be I just don't know how to get up properly
Other thoughts: -A fun game mode might be one where you have to stay near the orb because the darkness deals damage to you (with roaming orb) -the input for stomp was kinda tricky at first and didn't seem like it was landing some of the time, so I kinda preferred using sweep kick on downed enemies (although this did seem less effective at taking them out for good)
I appreciate what you have here a lot
Naked women punching each other to death in the dark is an emotional journey I hope more can experience. >w<
Follow up: -was using mouse and keyboard the whole time -forgot to use lock on ever, mostly just used punch, roundhouse, sweep and stomp -when I tried to Launch Kick or Jump Launch (without lock on) I never managed to land it
You're not the first to compare it to Overgrowth. I've got to play through that sometime.
The ragdoll state's been through some pretty big changes this update since the player got a proper stand-up animation, so I'm still fine tuning the timing. You can dodge while knocked down, which isn't very intuitive and I need to explain better. Stomp also needs a better input - I have troubling executing it sometimes too, even though I programmed the damn thing.
The damage system isn't actually based on a numerical value like HP, which is why the sweep wasn't killing enemies you'd knocked down. But the idea of having to stick close to the orb to avoid a debuff of some sort, or maybe enemies that are scared of the light, is a solid idea.
I'm glad I was able to convey to you the complex emotions of naked women punching each other to death in the dark.
I'd wish you luck in return, but from what I've seen of Cyberdome you hardly need it :p
I like the responsiveness/snappiness of controls/attacks. This would be the main thing I’d try to retain as animations get improved.
I like the way enemies behave but they seem too shy when charged towards. Could cheese them pretty much every time with lock on, sprint forward and spam punch.
Really fun bones, I’m sure you have tons of ideas but what I think would suit this greatly is environmental involvement - obstacles, hazards, things to throw and other stuff to make you constantly think about your positioning. Or maybe I need to reinstall Dark Messiah.
I'm embarrassed to admit it, but I was in a bit of a hurry and accidentally uploaded the build from like six months ago, so you might want to check it out again - the player's animations have been completely replaced, for starters.
I'm not sure how much environmental stuff would make sense, but it's a thing to keep in mind as I go about adding more enemies.
Hit sounds are nice but I’d also try out impact VFX, it’s sometimes hard to visually tell when/where hits land, especially in the dark and while I played muted for a bit.
Subjective but I don’t like when locking onto a far enemy that the camera moves forward, partially hiding the player.
Also subjective but I prefer the character to strafe relative to the (free) camera than turning to move.
Is VSync on (if so, let me turn it off) or do you have a mandatory framerate limiter (if so, how’d you implement one that precise in Unity? I had tried 3-4 methods a while ago and all were jittery)
I’m sure you’re well aware of bugs/jank like the apparent sinking after jumping (and staying sunk on the platform/walls), also managed to get myself stuck in a ready-to-kick animation once but couldn’t replicate it.
Still feels unsurpassed, I’d love to try and replicate it for my game(s) one day. It’s pretty wild, they use actual photographs of individual raindrops lit from multiple angles, it’s in the whitepaper.
I don't think I'll be making the player follow the camera's orientation any time soon, but I'll make a note to fiddle with how much the camera can move away from the player during lock-on. Could easily be a setting.
It seems like V-sync is on by default in Unity. I'll make a note to figure out how to disable it in the options.
Thanks for the heads-up on the ready animation stuck, I really thought I'd found all the cases that could cause that.
Comments
Played on windows. Seems like a really cool start to a game. It did feel intense and like I as in danger, unlike some other similar games where you can take hit after hit, it punished me for being cocky or poorly performing a move. as others have said, the combat is fun and fluid, but I feel it could be a little bit more punchy. I think the sound plays a big part in this, it's just too quiet and soft at the moment, especially the punches. would love to hear it sound more visceral, like a beefsteak being slammed against a wall.
My only other critiscism that stands out is the collisions are very buggy. Everytime I jumped, I fell through the floor, and when I died on a piece of geometry, I couldn't get up upon respawn and was trapped there until the enemies knocked me off. I'm guessing you're gonna build up the levels more, so its not really important.
Oh yeah, and I would love if target was on middle mouse button, I think it's much more natural as you're not likely to be attacking when targeting, but you will be moving and need to keep your fingers on wasd.
Thank you for playing! I'm glad the central idea of the combat system shines through. SFX is hard (^__^);
Also thank you very much for the bug report on not getting back up, that hasn't happened to me in testing. I'll have to check if it's consistent. Which piece of geometry was it, do you remember?
Target on middle mouse is a good idea - matches up better with the game pad equivalent of R3, too. I was keeping it in reserve for a grab/throw system, but I guess putting that on the "use" key might make just as much sense. (in any case I really gotta get around to implementing re-bindable inputs)
I got stuck on the ramp right next to the spawn, although I seemed to fall through all of the geometry to some extent. If no one else experienced it then maybe it was just something to do with my game? Idk.
Falling through the ground a bit is a bug that's universal atm, but I can't get the character to get stuck in the knocked-down state after dying. I'll make a note of it though, I doubt it's exclusive to you.
-In 16:10, text goes off the side of the screens.
-Default sensitivity is way too low for controller, but OK for mouse. Maybe have a separate value for those two?
-Setting the Starting Wave to a high amount(5,000+) will cause the game to freeze for a bit and then take up over 6gb of RAM. Probably want to add a soft cap, or at least warn the player of the cost.
-Combat is fairly fun, punching seemed difficult to do right, so I mostly used the kick abilities. It was annoying how much the enemy would run away at times.
Was better than last time I played, keep up the good work.
Thanks for playing!
>16:10
I have a 16:9 screen myself and haven't made the slightest attempt to make things work for other screen sizes, so that makes sense. I'll put it on The List.
>Default Sensitivity
That's interesting, one of the streamers told me the default felt set for controller. But maybe he had preferences saved from an earlier DD. either way I definitely need to figure out how to tell if the player is using a mouse or a game pad and change sensitivity accordingly.
>starting wave
Yeah it's not really meant to go over 2 digits. But I feel like nobody has done it outside of messing around to see what would happen, so fixing it has never been a priority. I should at least put in a warning though, you're right.
Anyway, thanks, I'll keep up the good work.
This is art, I love it.
(played about 40min)
The good:
-Combat reminds me a lot of Overgrowth, which is fun, and there if you ever need something for reference. (Although the meta of that game felt like throwing weapons and spamming drop kick)
-The way ragdolls react to impacts is really cool.
-pause menu very cinematic and cool
-Love the way their eyes reflect light in the dark
-Appreciate the tasteful censorship
-Being executed by an enemy slapping my ass is very funny
The less good:
-occasionally I get stuck in a loop of an enemy trying to execute me and me ragdolling over and over, but it could be I just don't know how to get up properly
Other thoughts:
-A fun game mode might be one where you have to stay near the orb because the darkness deals damage to you (with roaming orb)
-the input for stomp was kinda tricky at first and didn't seem like it was landing some of the time, so I kinda preferred using sweep kick on downed enemies (although this did seem less effective at taking them out for good)
I appreciate what you have here a lot
Naked women punching each other to death in the dark is an emotional journey I hope more can experience. >w<
Wishing you the best of luck!
Follow up:
-was using mouse and keyboard the whole time
-forgot to use lock on ever, mostly just used punch, roundhouse, sweep and stomp
-when I tried to Launch Kick or Jump Launch (without lock on) I never managed to land it
Thank you so much for giving it a try.
You're not the first to compare it to Overgrowth. I've got to play through that sometime.
The ragdoll state's been through some pretty big changes this update since the player got a proper stand-up animation, so I'm still fine tuning the timing. You can dodge while knocked down, which isn't very intuitive and I need to explain better. Stomp also needs a better input - I have troubling executing it sometimes too, even though I programmed the damn thing.
The damage system isn't actually based on a numerical value like HP, which is why the sweep wasn't killing enemies you'd knocked down. But the idea of having to stick close to the orb to avoid a debuff of some sort, or maybe enemies that are scared of the light, is a solid idea.
I'm glad I was able to convey to you the complex emotions of naked women punching each other to death in the dark.
I'd wish you luck in return, but from what I've seen of Cyberdome you hardly need it :p
I'm scared
...At how good the game is?
at how the game is
I like the responsiveness/snappiness of controls/attacks. This would be the main thing I’d try to retain as animations get improved.
I like the way enemies behave but they seem too shy when charged towards. Could cheese them pretty much every time with lock on, sprint forward and spam punch.
Really fun bones, I’m sure you have tons of ideas but what I think would suit this greatly is environmental involvement - obstacles, hazards, things to throw and other stuff to make you constantly think about your positioning. Or maybe I need to reinstall Dark Messiah.
Hey, thanks for playing!
I'm embarrassed to admit it, but I was in a bit of a hurry and accidentally uploaded the build from like six months ago, so you might want to check it out again - the player's animations have been completely replaced, for starters.
I'm not sure how much environmental stuff would make sense, but it's a thing to keep in mind as I go about adding more enemies.
Hit sounds are nice but I’d also try out impact VFX, it’s sometimes hard to visually tell when/where hits land, especially in the dark and while I played muted for a bit.
Subjective but I don’t like when locking onto a far enemy that the camera moves forward, partially hiding the player.
Also subjective but I prefer the character to strafe relative to the (free) camera than turning to move.
Is VSync on (if so, let me turn it off) or do you have a mandatory framerate limiter (if so, how’d you implement one that precise in Unity? I had tried 3-4 methods a while ago and all were jittery)
I’m sure you’re well aware of bugs/jank like the apparent sinking after jumping (and staying sunk on the platform/walls), also managed to get myself stuck in a ready-to-kick animation once but couldn’t replicate it.
Edit: About rain, my personal favorite to this day is a 2007 demo by Nvidia, have a look https://developer.download.nvidia.com/SDK/10/direct3d/screenshots/samples/Rain.html
Still feels unsurpassed, I’d love to try and replicate it for my game(s) one day. It’s pretty wild, they use actual photographs of individual raindrops lit from multiple angles, it’s in the whitepaper.
Thanks for giving it another shot.
VFX are definitely on the to-do list.
I don't think I'll be making the player follow the camera's orientation any time soon, but I'll make a note to fiddle with how much the camera can move away from the player during lock-on. Could easily be a setting.
It seems like V-sync is on by default in Unity. I'll make a note to figure out how to disable it in the options.
Thanks for the heads-up on the ready animation stuck, I really thought I'd found all the cases that could cause that.