Thanks for the info. What does it look like at 1440x1080 on your end? There didn't seem to be anything wrong when I tried it, although it snaps left on fullscreen (well, my screen doesn't even support it).
Is there an error_log.txt for the crash? What system? I only know one other case where that happened.
-New visuals(3D in menu, enemies) are very nice. At least I don't recall them.
-Shooting a corpse of an enemy still produces a hit flash.
-Dodge/parry feels a bit better than last I played, perhaps it's all in my head though.
-The "Show Emergency Cursor" setting is weird, I don't know what it's supposed to be since I've never heard of it. Though looking at what it does, it shows the blue reticle in the menus on top of the mouse, but it also causes the one in game to have a trail effect I guess.
Hadn't tried the game in a while, it feels far more polished this time around and the prologue makes for a superior tutorial in my opinion. It even has a boss that you can break apart, pretty good.
However, there's something that bothers me about the game. Everything looks like it's melting and it was making me feel a little ill after staring directly at it longer than a few minutes.
I love this dark and rusted style Love how heavy and fast at the same time you could be. Prologue was really good at showing all good points and having a good level story. Old maps play as much better in-depth tutorials than prologue thought, still trying to understand all movement and reflects.
While looking into the save file I found that levels have "Gunless" achievement, I don't think that I am ready for that kind of challenge)
Now there was a screenshot of me burying the knightguy in an ocean of casings... but it disappeared.
Exactly the kind of demo I have been waiting for from you, something that is a real level, with story implied in the environments and some varied tasks attached to a tutorial. It's fucking fun. Music is real fucking solid.
Played some of the old tutorial levels to for fun, Old wormboy walljumper Galenyd is such a fun encounter, you have to include it in a "real" level later.
I like this type of look and vibe and the gameplay is very unique, I've never seen anything like it in fact, it gets a lot of practice to get movement right and I am not there yet but I'll keep trying.
My only problem was with the performance. My computer is not very fast but it usually handles 2d games with no issues. The literal mounds of bullet casings and the way this is handled seems to be what is causing this issue.
Respect for figuring out the brass system. Loved the gameplay and soundtrack. AI in terms of following player seems hilariously uneven, little spawnoids get stuck on any obstacle while homing missles are little geniuses.
Prologue lacks introduction to the world, who's the brass guy, why does he wear a mask?
I quite like it, it feels as if there is some stuff I am not figuring out though, also maybe make the bullets pile a little less at the start? it doesnt feel like I am shooting those rivers of bullets that pile up currently, maybe after some upgrades?
I admit I hadn’t clicked on the full size screenshots before downloading because the thumbnails and description were enough to get me.
“Knee deep in casings exaggerated demigod mech minigun action”, hell yeah, I thought.
I can’t describe specifically why but my thoughts went to Abuse (DOS, 1996), MDK, Quake 1+2 in software mode, Cortex Command, Hammerfight. I expected gritty, crunchy, rusty, brassy.
But it looks painterly, soft (filtered textures, AA, DoF, bloom), stretchy, squishy. Hope you understand my point of view and disappointment. I don’t mean I’d like it to be straight up boomer shooter or PSX rendering but it’s too close to the other end in my opinion.
Very nice menu backgrounds, the rest of the UI needs to be on the same level. The font and rectangle elements are absolutely no-go.
Everything else is solid and promising for this early, looking forward to future versions.
Comments
Thanks for the info. What does it look like at 1440x1080 on your end? There didn't seem to be anything wrong when I tried it, although it snaps left on fullscreen (well, my screen doesn't even support it).
Is there an error_log.txt for the crash? What system? I only know one other case where that happened.
-New visuals(3D in menu, enemies) are very nice. At least I don't recall them.
-Shooting a corpse of an enemy still produces a hit flash.
-Dodge/parry feels a bit better than last I played, perhaps it's all in my head though.
-The "Show Emergency Cursor" setting is weird, I don't know what it's supposed to be since I've never heard of it. Though looking at what it does, it shows the blue reticle in the menus on top of the mouse, but it also causes the one in game to have a trail effect I guess.
Had a good time, keep up the good work.
Hadn't tried the game in a while, it feels far more polished this time around and the prologue makes for a superior tutorial in my opinion. It even has a boss that you can break apart, pretty good.
However, there's something that bothers me about the game. Everything looks like it's melting and it was making me feel a little ill after staring directly at it longer than a few minutes.
Anyway, good progress.
Its incredible!
I love this dark and rusted style
Love how heavy and fast at the same time you could be.
Prologue was really good at showing all good points and having a good level story.
Old maps play as much better in-depth tutorials than prologue thought, still trying to understand all movement and reflects.
While looking into the save file I found that levels have "Gunless" achievement, I don't think that I am ready for that kind of challenge)
i love the weighty feeling of the character.
also, being able to walk on the mountain of bullets you fired previously is really immersive
good job
Don't mind me, just burying my fallen foe.
Exactly the kind of demo I have been waiting for from you, something that is a real level, with story implied in the environments and some varied tasks attached to a tutorial. It's fucking fun. Music is real fucking solid.
Played some of the old tutorial levels to for fun, Old wormboy walljumper Galenyd is such a fun encounter, you have to include it in a "real" level later.
I like this type of look and vibe and the gameplay is very unique, I've never seen anything like it in fact, it gets a lot of practice to get movement right and I am not there yet but I'll keep trying.
My only problem was with the performance. My computer is not very fast but it usually handles 2d games with no issues. The literal mounds of bullet casings and the way this is handled seems to be what is causing this issue.
Overall, a very promising game!
Respect for figuring out the brass system. Loved the gameplay and soundtrack. AI in terms of following player seems hilariously uneven, little spawnoids get stuck on any obstacle while homing missles are little geniuses.
Prologue lacks introduction to the world, who's the brass guy, why does he wear a mask?
In conclusion waiting for next version.
I quite like it, it feels as if there is some stuff I am not figuring out though, also maybe make the bullets pile a little less at the start? it doesnt feel like I am shooting those rivers of bullets that pile up currently, maybe after some upgrades?
I admit I hadn’t clicked on the full size screenshots before downloading because the thumbnails and description were enough to get me.
“Knee deep in casings exaggerated demigod mech minigun action”, hell yeah, I thought.
I can’t describe specifically why but my thoughts went to Abuse (DOS, 1996), MDK, Quake 1+2 in software mode, Cortex Command, Hammerfight. I expected gritty, crunchy, rusty, brassy.
But it looks painterly, soft (filtered textures, AA, DoF, bloom), stretchy, squishy. Hope you understand my point of view and disappointment. I don’t mean I’d like it to be straight up boomer shooter or PSX rendering but it’s too close to the other end in my opinion.
Very nice menu backgrounds, the rest of the UI needs to be on the same level. The font and rectangle elements are absolutely no-go.
Everything else is solid and promising for this early, looking forward to future versions.