The font is very, very hard to read. Otherwise - I'm getting mixed signals from the game. On one side - it seems like you're going for realism in the gunplay, on another side - there's flashy movement. It's interesting, and both of them work, though I'm not sure how well they mesh together.
Not sure about the default keybinds, alt isn't the best key for something that you're gonna use ofter. Rebound it to my mouse and it worked perfectly, and felt pretty fun.
The gunplay is fun, but TTK is very, very low. Is it intentional? I started camping with the mosin nagant looking rifle, worked pretty well, but that wouldn't let me experience the flashy movement. At the same time using all the fancy moves that you have gets you killed pretty fast.
Anyway - it seems interesting. I'm curious about what you're gonna do with the systems that you have here.
I'll try not to reiterate my previous review, but I had a very difficult time reading the control's text it was stretched horizontally for me.
-sliding and diving felt kind of awkward to use the slide being on the alt key made it hard to pull press the key in tense situations, making me not want to use the slide in most combat situations.
-Not sure if its a skill issue, but I did want to zoom around and do cool slomo tricks but the number of enemies and and how aggressive they fire made me have to resort to sticking back, and popping in and out of cover to take potshots at them instead.
-emptying the guns ammo and not having it reload when I pressed fire felt a bit odd to me as well.
I'm sorry about the UI. It's a common complaint that the UI is subpar and the font is straight trash. I'm replacing it with another font soon, at least when it comes to content.
I'm still torn on the control scheme and making compound moves for sliding, but you can rebind Slide to a new control if you want now. Options do work so feel free to tweak the settings to your liking.
Regarding your skill issue comment:
The AI is overly aggressive in too many ways because they are still simplistic. A few more features later and I'm reworking them entirely. Their burst logic is broken and they are spraying like crazy, their senses are all messed up, their positioning and self preservation are not working correctly either. You get more success being overly aggressive yourself than defensive. So stay tuned!
There's still balancing tweaks I want to apply. I think Slowmo regenerates easily from kills, but not easily passively. Certain weapons are not good for slowmo regeneration either. Slowmo consumption is too strong from action moves and even sprinting. Lastly, slowmo is too weak for action moves as you still can't react easily. I'm planning on tweaking them all.
Firing on empty, I kinda want to leave as a personal preference.
I'm sizing up the possibility of a Difficulty level now, since Options and Save Data work. I think it'll be a bit easier to ease into the game with a lower difficulty.
I still have a tutorial in mind once I have core tech. I think it'll feel a lot more comfortable to know what you can do once that's in game.
Anyway, thanks for playing! I really appreciate it!
Echoing what others have said, the menu font is pure turds. It’d be alright for HUD elements but not blocks of text.
The UI in general needs work, everything looks all messy. Need to either make it blockier with more defined edges or more detailed like the mag display.
I like the music, with the gameplay it gives me GitS vibes. Definitely a solid base to build off of but there’s still a lot of art to go. It’s cool that you model the recoil with the gun itself rather than using a cone, it’s very intuitive.
Got it. I'll test out other fonts now that I have way more text this time round, and it's grating now.
As for the rest of the UI, I agree. The magazine display is stylistically very much what I want, but the rest of the UI has been haphazard ad lacking quality. I'm not very good art-wise, so the plan is getting an art direction document in order. I'm making a plan to get out of the programmer art phase.
I'm glad you like the gameplay aspect as it is right now. Dropping GitS as an vibe makes me happy :D I hope you'll come back to check it out when it's further down the line.
Thanka for giving it a try! I have to ask: What system and OS are you running on? Testing on my potato dev machine, it runs solidly, so I'm wondering if it's an environment issue. Especially if you are running a Linux or MacOS version. I'd be happy to take a look and resolve this for you.
Tested it on W10, a 2700X and an RX580, off NVMe, plenty of RAM. Nothing heavy running in the background.
Disabled vsync (ingame and outside), FPS stay at 200 just looking around at the start and dip to 40 exactly when bullets start flying then pretty much hovers around 50 with occasional bigger spikes.
Thanks for checking. I do have a couple of suspicions, and oddly, I don't think it's the bullets. I've done stress tests and my machine is less performant than yours.
There is an existing issue with the AI that makes things chug (especially on dev builds), but they're requiring a rework already. I'll be looking into it as a super high priority task.
I don't know if you experienced it, but it also appears that my precaching system is not good enough for Godot and sometimes you can still get some nasty stutters the first few times.
But I'll give this a good check and profile it over the next while. Sorry for the experience ._. I'll hopefully have it fixed next DD
Tbh the font looked cool and it was better than Godot standard, but I added way more text to my menus since my last demo. I have the same problem with it being so damn wide. I already have a font lined up to try and replace, at least for big text blocks.
I'm glad you like the game feel so far. It's slowly taking shape but there's so much more to do.
Yeah, the idea is to go for a PS2 aesthetic. I'm busy setting up an art document to commission some real assets and move away from the awful placeholders. It's something I've been wanting to do for months, once more core tech gets completed. Stay tuned!
Thanks for playing! Your game looks sick too by the way! I've been following your progress and can't wait to see more.
-Menu font is aids to read. Why is it so short and wide? I thought the resolution was messed up, but no in windowed it looks the same. Also, the checkbox in the options is almost invisible if unchecked. And I can't exit it with ESC, I have to click back.
-Weapons screen is kind of neat, but why is there a horizontal scroll bar just to read the entire weapon name?
-Otherwise, I like the transition animations.
-In game, it feels a lot better. I like the attention to detail, the recoil, animations, etc. So far the enemies are easy pickings, it doesn't help you have a laser dot to pick them off from across the map. But even then, their AI seems rudimentary.
-Close quarters gets more hairy, that short time to kill goes both ways. I found out about sliding over tables, so that's neat. Not sure if it would be that useful in practice. I wish I could hold crouch while sliding over the table, so that I would immediately start crouching when getting on the other side. Right now, it will not crouch at all until you let go and press it again.
-Due to the gun being more on your right, you can hold a corner and blind fire to kill them before they can round it. Also, there's this visual error where the dot is visible when it shouldn't be.
So I cleared the map twice, was some fun. Good base to work on.
Thanks for giving the game a try! I'm glad you liked it so far.
Since my last DD, UI has been a big endeavour. Everything was finally worked on, and unfortunately that means there's still things I'm not happy with.
The font is just rendered like that and it's hard to change. So I'm replacing it
The weird scrollbar on the Weapon Screen is a temp fix, until I have scrolling text in the button itself.
I'm glad you like the transitions. That took more effort than I wanted.
I'm glad you liked the gameplay experience. You raise some great points!
AI was a feature I wanted to improve, but couldn't make it for this DD. They're practically broken right now. After a few more juicy features, they're getting overhauled. They're not much of a challenge yet but I have a few AI tech features cooking.
Damage and balance, especially in close quarters, could use a bit of help. I'm planning on looking into it and possibly adding a difficulty level too.
Vaulting and sliding on tables put you into prone unless you fall to the ground. If you move you get up from prone. The actual body shape while sliding still needs to be tweaked, as it was a recent feature. But I'll look into that crouch not immediately firing. Since Options exist, I could also add a toggle crouch function for you.
Ah you raise a good cheesy point. The weapon exists in real space as you say, so it's true you could cheese enemies by walls. I'm hoping to fix that with a few tweaks, although a lot will change by then. Hopefully increased AI challenge will resolve that. I would like alerted AI to react to your laser.
Regarding the visual bug, that's a holdover from a very early version. I forgot about it, so thanks! It'll get fixed.
All in all, thanks so much for the helpful feedback!
Comments
Good start but the font is awful. I think with some tweaks to combat and guns you will have a good game on your hands
The font is very, very hard to read. Otherwise - I'm getting mixed signals from the game. On one side - it seems like you're going for realism in the gunplay, on another side - there's flashy movement. It's interesting, and both of them work, though I'm not sure how well they mesh together.
Not sure about the default keybinds, alt isn't the best key for something that you're gonna use ofter. Rebound it to my mouse and it worked perfectly, and felt pretty fun.
The gunplay is fun, but TTK is very, very low. Is it intentional? I started camping with the mosin nagant looking rifle, worked pretty well, but that wouldn't let me experience the flashy movement. At the same time using all the fancy moves that you have gets you killed pretty fast.
Anyway - it seems interesting. I'm curious about what you're gonna do with the systems that you have here.
I'll try not to reiterate my previous review, but I had a very difficult time reading the control's text it was stretched horizontally for me.
-sliding and diving felt kind of awkward to use the slide being on the alt key made it hard to pull press the key in tense situations, making me not want to use the slide in most combat situations.
-Not sure if its a skill issue, but I did want to zoom around and do cool slomo tricks but the number of enemies and and how aggressive they fire made me have to resort to sticking back, and popping in and out of cover to take potshots at them instead.
-emptying the guns ammo and not having it reload when I pressed fire felt a bit odd to me as well.
Hey Mr Sauce! Thanks for trying this out again.
I'm sorry about the UI. It's a common complaint that the UI is subpar and the font is straight trash. I'm replacing it with another font soon, at least when it comes to content.
I'm still torn on the control scheme and making compound moves for sliding, but you can rebind Slide to a new control if you want now. Options do work so feel free to tweak the settings to your liking.
Regarding your skill issue comment:
Anyway, thanks for playing! I really appreciate it!
Echoing what others have said, the menu font is pure turds. It’d be alright for HUD elements but not blocks of text.
The UI in general needs work, everything looks all messy. Need to either make it blockier with more defined edges or more detailed like the mag display.
I like the music, with the gameplay it gives me GitS vibes. Definitely a solid base to build off of but there’s still a lot of art to go. It’s cool that you model the recoil with the gun itself rather than using a cone, it’s very intuitive.
Hey Stomy! Thanks for giving it a try!
Got it. I'll test out other fonts now that I have way more text this time round, and it's grating now.
As for the rest of the UI, I agree. The magazine display is stylistically very much what I want, but the rest of the UI has been haphazard ad lacking quality. I'm not very good art-wise, so the plan is getting an art direction document in order. I'm making a plan to get out of the programmer art phase.
I'm glad you like the gameplay aspect as it is right now. Dropping GitS as an vibe makes me happy :D I hope you'll come back to check it out when it's further down the line.
You have something real tight going on, however for me the framerate dips the more bullets are being fired+in the air. It makes it almost unplayable.
GPU usage stays under 30% so just guessing but maybe there’s no object pooling? Or some ugly inefficiency in the projectile/ballistics code.
Thanka for giving it a try! I have to ask: What system and OS are you running on? Testing on my potato dev machine, it runs solidly, so I'm wondering if it's an environment issue. Especially if you are running a Linux or MacOS version. I'd be happy to take a look and resolve this for you.
Tested it on W10, a 2700X and an RX580, off NVMe, plenty of RAM. Nothing heavy running in the background.
Disabled vsync (ingame and outside), FPS stay at 200 just looking around at the start and dip to 40 exactly when bullets start flying then pretty much hovers around 50 with occasional bigger spikes.
Thanks for checking. I do have a couple of suspicions, and oddly, I don't think it's the bullets. I've done stress tests and my machine is less performant than yours.
There is an existing issue with the AI that makes things chug (especially on dev builds), but they're requiring a rework already. I'll be looking into it as a super high priority task.
I don't know if you experienced it, but it also appears that my precaching system is not good enough for Godot and sometimes you can still get some nasty stutters the first few times.
But I'll give this a good check and profile it over the next while. Sorry for the experience ._. I'll hopefully have it fixed next DD
why is the text so... S T R E T C H E D horizontally? i can barely read the controls
aside from that, solid gamefeel. the weapons feel good to use
are you going for a realistic setting eventually? because right now having the bullets realistic while everything else is not is obviously jarring
Tbh the font looked cool and it was better than Godot standard, but I added way more text to my menus since my last demo. I have the same problem with it being so damn wide. I already have a font lined up to try and replace, at least for big text blocks.
I'm glad you like the game feel so far. It's slowly taking shape but there's so much more to do.
Yeah, the idea is to go for a PS2 aesthetic. I'm busy setting up an art document to commission some real assets and move away from the awful placeholders. It's something I've been wanting to do for months, once more core tech gets completed. Stay tuned!
Thanks for playing! Your game looks sick too by the way! I've been following your progress and can't wait to see more.
-Menu font is aids to read. Why is it so short and wide? I thought the resolution was messed up, but no in windowed it looks the same. Also, the checkbox in the options is almost invisible if unchecked. And I can't exit it with ESC, I have to click back.
-Weapons screen is kind of neat, but why is there a horizontal scroll bar just to read the entire weapon name?
-Otherwise, I like the transition animations.
-In game, it feels a lot better. I like the attention to detail, the recoil, animations, etc. So far the enemies are easy pickings, it doesn't help you have a laser dot to pick them off from across the map. But even then, their AI seems rudimentary.
-Close quarters gets more hairy, that short time to kill goes both ways. I found out about sliding over tables, so that's neat. Not sure if it would be that useful in practice. I wish I could hold crouch while sliding over the table, so that I would immediately start crouching when getting on the other side. Right now, it will not crouch at all until you let go and press it again.
-Due to the gun being more on your right, you can hold a corner and blind fire to kill them before they can round it. Also, there's this visual error where the dot is visible when it shouldn't be.
So I cleared the map twice, was some fun. Good base to work on.
Thanks for giving the game a try! I'm glad you liked it so far.
Since my last DD, UI has been a big endeavour. Everything was finally worked on, and unfortunately that means there's still things I'm not happy with.
I'm glad you liked the gameplay experience. You raise some great points!
All in all, thanks so much for the helpful feedback!