Tried it on Linux, seemed to work well enough. Did not see any explanation about the controls, but figured them out, I presume.
Mood is very nice. That little corner shop…
When rolling through the doorway with right timing, it is as if it keeps sucking you in on the other side, you cannot walk away from it. You have to briefly let go and let it suck you to the position it wants. You can see me reproducing it at the end of the recording.
It's very short, so not much to speak of. Character looks nice and feels mostly good to move around. Camera on controller is too fast. Environment looks cool, I like the lighting.
.exe is buried in two layers of folders, "Windows" and "WindowsNoEditor."
no menu yet, i understand this a tech demo.
art is very charming. the bright neon colors are nicely chosen and stand out well against the dark background. i particularly enjoyed the glowing Console near the beginning.
snow looks nice and is a wonderfully soulful touch. but the interaction shader needs work, as i'm sure you're aware. sometimes, it looked like i left a perfectly cylindrical smear across the snow. other times, like below, it seemed more like i'd just left some kind of shadow on top of it.
appreciating the level design so far. why are there old, medieval-looking stone stairs in a bladerunner-type world? i wonder if this is intentional, perhaps the cybernetic structure is built on top of ancient ruins?
found George at the bottom of the stairs. he is cute, but lacks animations and follows the player too closely.
the glass door to what looks like an office or shop is a lovely detail, wish i could open the door.
talked to the Hooded Figure, could not interact with him anymore after the first time.
Oh nevermind, I am using a HP Probook 430 G2 so the low framerate is to be expected on most games. But with green cheetah what I found was that unlike many other games where the UI and player control becomes laggy or nonfunctional at low FPS this one still felt responsive in that movement would change direction or attack would start on the next frame as expected. So good job with that.
Its pretty early for the game so I don't have much to comment on at all. I really like how it looks though, the camera is weird. Not sure what I think of it. Anyway here's a minute of me jumping around:
Really dig the vibe of the world and the colors. Love the hologram and the general style of the graphics. Wish there was a pause menu and better accuracy with some of the controls though, had the same mouse twitching issue as the guy below me.
It's extremely weird that the game has no main menu or pause menu or any consideration for user accessibility. Did the game have menus before? I don't remember.
I think the old test course did a much better job to show players what the game is about. I think it would have been a good idea to keep it in the game while this area is being worked on.
The character feels nice to control. The different items are cool but some don't seem to have a clear use at the moment. If this is supposed to become some kind of environment puzzle game I can see it working.
Combat is alright. Mostly stems from the fact that the game controls nicely. The controls are intuitive and I don't have any problems with having to remind myself what does what. The reaction you get when an enemy damages you is juicy.
VISUAL
It's nice to see the game finally getting some actual environments.
The art direction is outstanding. One of the best looking games here and I think it's mostly due to the lighting. Animations, models, etc are all good quality. It seems like you've been focusing a lot on the juice since the game already has a lot of particle effects.
The stone castle/cyberpunk mix is an original setting idea and I think it can be very effective to attract players.
BUGS AND ISSUES
Game is technically sound but it's obvious that the level has been rushed to get it out on time which is why it lacks any limitations for players. The player can just jump out of the level if he walks down some paths like the blast doors at the start.
Falling out of the level doesn't even kill you. Would be convenient if it at least respawned you to the beginning so that it doesn't force you to close and reopen the game every time.
The item selection wheel doesn't track the mouse properly. It seems to always be off-target, and when you try to force it in a certain direction it starts twitching like crazy.
Cat just glues itself to you once you get near it and follows you around like that forever. Not sure if that's the intention but it's strange.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There's not much to say yet really. Systems are solid but no content yet on which to give feedback. The game works.
Really love the whole medieval caste became cyberpunk slums style for the level. How snow gets thrown around if you roll in it, after water is flowing down the character. Sound is great, really like the music.
Sword attacks quite far, some hits looks unfair (to the enemies) Health save really weird, each time I launch the game, UI shows some empty bars in the middle or I die in one hit
I just launched the game and I died in one hit.
Item wheel really sensitive. I fallen out of the map, reset the level thought the console command and all chests broke (everything else works just fine)
Not sure what the gameplay's going to really look like. Potentially more stealth focused? I hope it's not just another hack-and-slash, or a hack-and-slash disguised as a stealth game
It's generally aimed to just be a simple Zelda-Clone.
Maybe a tiny bit more stealth focused if you want to call it that, since there's a Stealth Item, but not by so much that I'd call it a Stealth Game or anything similar.
Very soulful attention to detail with the UI, hair/snow physics and disintegration shader. I think the content has been trimmed down from the previous demo? I can't find a lot to do other than go around the tower with the stairs. Going through the door at the start just puts me next to a bottomless pit.
Walking into the wall where it is near edge of the map a little bit beyond the cat's house placed the player character into a pitch-black area that keeps logging actor lost and actor registered messages
Content isn't really trimmed, previously was just a testing Room, I'm just starting on adding the actual Map in. So this is technically the first bit of real Content ( with some Chests and Stuff for Demo)
I look into the Pitch-black Area, that shouldn't be a Thing.
Yeah, I am on linux. The linux build said I don't have permission (weird) and the sh did not work.
I tried windows with Wine, but that asked me to install C++ essentials for unreal and after agreeing it did nothing.
Windows build with Steams proton managed to install unreal essentials, but launching the game just gave me
I went back to the linux build and managed to run it manually by going to Green Cheetah LinuxNoEditor/GreenCheetah/Binaries
which openede the game as:
I instantly gotten attacked. I managed to attack once, but then I pretty much lost control of the player. Left top corner messages sounded like some events were getting registered and unregistered, but I have no exp with unreal.
I launched the game for the second time and there were no problems. I love the visuals and music
It's cute you can pet the cat, but sometimes the animation plays even when the cat is not in front of you.
I expected rolling to give invincible frames.
I thought there was dashing in the game, but maybe that is going to be added later.
please do not drop this project.
I need player character to be able to do this dance emote
I don't have a Linux machine capable of debugging, sorry.
The Events are part of the Characters moving in/out of Enemy Combat Zones, you do not start on the Bridge in the actual Game, but the intro Dungeon isn't done yet, so I just put the Player somewhere.
Cat should be only petable when looking at it, I look into it, thanks.
There's no dashing, just rolling. You can Airdash if you collect it, and I don't decide against including it later tho, and teleport instead of rolling same Way.
Basic components seem to be working well, choice wheel is a bit off for my mouse, it's twitching and switching components in chaotic manner, might be too sensitive
I noticed that too, just didn't have the Time to fix it yet, sorry.
I'm assuming its because I'm currently directly sampling the Mouse location, and when you stop at the End, it normalizes into seemingly random direction due to both values being tiny/near-0.
At the Moment, but considering you might want to switch Items comfortably later on, when there's actual Content, its better for me to just get it out of the Way early I think.
last time i played, i remember the level being like the submission page's screenshot - a bunch of rooms, and the "other world" stuff. the scene from the game is new to me - it looks nice. i don't remember if the robots are new too. if i recall, you previously fought with the rugmen from jumpchat and not the cute one-eyed robots from borderlands.
anyway, here's some feedback that i think you can actually use
jumping twice, back to back, plays the jump sound twice. because the soundfile is longer than the animation, the second jump sound will play at an incorrect time, when the animation is already almost done.
you click to open chests, which is weird. i expected E or F to interact or something, and click to be reserved for movement.
glad george is still here. he even follows you down if you jump off the platform with the chests. clever boy.
found no major issue with any of the interactables
some objects (like the giant dancing hologram) are too big for the camera to view them properly. is there a key to either view the game from the model's perspective, or some camera pan thing? if not, that'd be nice
keep it up. i expect a lot more Progress now that your PC is back
I don't enjoy E/F Interaction, but I understand it being pretty standard. I'll probably put it in as an Option aswell.
Jumping Sound shouldn't be like that, I'll fix it.
No View from Model, you don't have to see the Hologram up close or anything. It's just a Prop like the Walls or the Floor. ( It's also just there because I'm anticipating someone complaining if I don't put that in)
Comments
https://www.twitch.tv/videos/2140577100
Tried it on Linux, seemed to work well enough. Did not see any explanation about the controls, but figured them out, I presume.
Mood is very nice. That little corner shop…
When rolling through the doorway with right timing, it is as if it keeps sucking you in on the other side, you cannot walk away from it. You have to briefly let go and let it suck you to the position it wants. You can see me reproducing it at the end of the recording.
Cheers, looking forward to content
For some Reason everybody wants to go into that Corner Shop.
I guess I have to make that a Thing now.Thank you for playing.
It's very short, so not much to speak of. Character looks nice and feels mostly good to move around. Camera on controller is too fast. Environment looks cool, I like the lighting.
.exe is buried in two layers of folders, "Windows" and "WindowsNoEditor."
no menu yet, i understand this a tech demo.
art is very charming. the bright neon colors are nicely chosen and stand out well against the dark background. i particularly enjoyed the glowing Console near the beginning.
snow looks nice and is a wonderfully soulful touch. but the interaction shader needs work, as i'm sure you're aware. sometimes, it looked like i left a perfectly cylindrical smear across the snow. other times, like below, it seemed more like i'd just left some kind of shadow on top of it.
appreciating the level design so far. why are there old, medieval-looking stone stairs in a bladerunner-type world? i wonder if this is intentional, perhaps the cybernetic structure is built on top of ancient ruins?
found George at the bottom of the stairs. he is cute, but lacks animations and follows the player too closely.
the glass door to what looks like an office or shop is a lovely detail, wish i could open the door.
talked to the Hooded Figure, could not interact with him anymore after the first time.
https://www.twitch.tv/videos/2138119332
your stream starts at around 2:17:00
looks pretty good. The movement worked fine and responsive even with the low framerate
What low Framerate?
Oh nevermind, I am using a HP Probook 430 G2 so the low framerate is to be expected on most games. But with green cheetah what I found was that unlike many other games where the UI and player control becomes laggy or nonfunctional at low FPS this one still felt responsive in that movement would change direction or attack would start on the next frame as expected. So good job with that.
I'd like to thank you for that, but I didn't do anything special with the movement or anything, that'll be on Unreal.
Still, it's good to know it works well on low Framerates, so thank you for that at least.
Its pretty early for the game so I don't have much to comment on at all. I really like how it looks though, the camera is weird. Not sure what I think of it. Anyway here's a minute of me jumping around:
Interesting, you shouldn't be able to roll in the Air by default, somethings off there I think.
Thank you for finding that.
Really dig the vibe of the world and the colors. Love the hologram and the general style of the graphics. Wish there was a pause menu and better accuracy with some of the controls though, had the same mouse twitching issue as the guy below me.
Interesting. It's smaller than the old test area.
GAMEPLAY
It's extremely weird that the game has no main menu or pause menu or any consideration for user accessibility. Did the game have menus before? I don't remember.
I think the old test course did a much better job to show players what the game is about. I think it would have been a good idea to keep it in the game while this area is being worked on.
The character feels nice to control. The different items are cool but some don't seem to have a clear use at the moment. If this is supposed to become some kind of environment puzzle game I can see it working.
Combat is alright. Mostly stems from the fact that the game controls nicely. The controls are intuitive and I don't have any problems with having to remind myself what does what. The reaction you get when an enemy damages you is juicy.
VISUAL
It's nice to see the game finally getting some actual environments.
The art direction is outstanding. One of the best looking games here and I think it's mostly due to the lighting. Animations, models, etc are all good quality. It seems like you've been focusing a lot on the juice since the game already has a lot of particle effects.
The stone castle/cyberpunk mix is an original setting idea and I think it can be very effective to attract players.
BUGS AND ISSUES
Game is technically sound but it's obvious that the level has been rushed to get it out on time which is why it lacks any limitations for players. The player can just jump out of the level if he walks down some paths like the blast doors at the start.
Falling out of the level doesn't even kill you. Would be convenient if it at least respawned you to the beginning so that it doesn't force you to close and reopen the game every time.
The item selection wheel doesn't track the mouse properly. It seems to always be off-target, and when you try to force it in a certain direction it starts twitching like crazy.
Cat just glues itself to you once you get near it and follows you around like that forever. Not sure if that's the intention but it's strange.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There's not much to say yet really. Systems are solid but no content yet on which to give feedback. The game works.
It looks awesome!
Really love the whole medieval caste became cyberpunk slums style for the level.
How snow gets thrown around if you roll in it, after water is flowing down the character.
Sound is great, really like the music.
Sword attacks quite far, some hits looks unfair (to the enemies)
Health save really weird, each time I launch the game, UI shows some empty bars in the middle or I die in one hit
I just launched the game and I died in one hit.
Item wheel really sensitive.
I fallen out of the map, reset the level thought the console command and all chests broke (everything else works just fine)
Really interested to see full level.
I see hologram girl. I do the funny.
I'll look into those Things, it looks like a bunch of Bugs with the save System.
Glad you enjoyed it tho.
I like the world and the environment.
Not sure what the gameplay's going to really look like. Potentially more stealth focused? I hope it's not just another hack-and-slash, or a hack-and-slash disguised as a stealth game
It's generally aimed to just be a simple Zelda-Clone.
Maybe a tiny bit more stealth focused if you want to call it that, since there's a Stealth Item, but not by so much that I'd call it a Stealth Game or anything similar.
Very soulful attention to detail with the UI, hair/snow physics and disintegration shader. I think the content has been trimmed down from the previous demo? I can't find a lot to do other than go around the tower with the stairs. Going through the door at the start just puts me next to a bottomless pit.
Walking into the wall where it is near edge of the map a little bit beyond the cat's house placed the player character into a pitch-black area that keeps logging actor lost and actor registered messages
Content isn't really trimmed, previously was just a testing Room, I'm just starting on adding the actual Map in. So this is technically the first bit of real Content ( with some Chests and Stuff for Demo)
I look into the Pitch-black Area, that shouldn't be a Thing.
It is around here
That might be some Place that's missing Collision due to there supposed to being a Wall of Houses there or something, I'll look it up, thank you.
I am happy Green Cheetah aka Wisp is back
I did not manage to make it run on my machineHow did it not run? Are you on Linux?
Yeah, I am on linux. The linux build said I don't have permission (weird) and the sh did not work.
I tried windows with Wine, but that asked me to install C++ essentials for unreal and after agreeing it did nothing.
Windows build with Steams proton managed to install unreal essentials, but launching the game just gave me
I went back to the linux build and managed to run it manually by going to Green Cheetah LinuxNoEditor/GreenCheetah/Binaries
which openede the game as:
I instantly gotten attacked. I managed to attack once, but then I pretty much lost control of the player. Left top corner messages sounded like some events were getting registered and unregistered, but I have no exp with unreal.
I launched the game for the second time and there were no problems. I love the visuals and music
It's cute you can pet the cat, but sometimes the animation plays even when the cat is not in front of you.
I expected rolling to give invincible frames.
I thought there was dashing in the game, but maybe that is going to be added later.
please do not drop this project.
I need player character to be able to do this dance emote
I don't have a Linux machine capable of debugging, sorry.
The Events are part of the Characters moving in/out of Enemy Combat Zones, you do not start on the Bridge in the actual Game, but the intro Dungeon isn't done yet, so I just put the Player somewhere.
Cat should be only petable when looking at it, I look into it, thanks.
There's no dashing, just rolling. You can Airdash if you collect it, and I don't decide against including it later tho, and teleport instead of rolling same Way.
Player will not Dance.
Basic components seem to be working well, choice wheel is a bit off for my mouse, it's twitching and switching components in chaotic manner, might be too sensitive
I noticed that too, just didn't have the Time to fix it yet, sorry.
I'm assuming its because I'm currently directly sampling the Mouse location, and when you stop at the End, it normalizes into seemingly random direction due to both values being tiny/near-0.
I'd say caffeine jitters play into that too, it's not a priority just a small inconvenience
At the Moment, but considering you might want to switch Items comfortably later on, when there's actual Content, its better for me to just get it out of the Way early I think.
that cat is fucking vicious, when he starts following me it becomes a nuisance for my movement while i try to turn around lol
but the aesthetic and vibe you are going for is excellent. great job
hello, it's been a while
last time i played, i remember the level being like the submission page's screenshot - a bunch of rooms, and the "other world" stuff. the scene from the game is new to me - it looks nice. i don't remember if the robots are new too. if i recall, you previously fought with the rugmen from jumpchat and not the cute one-eyed robots from borderlands.
anyway, here's some feedback that i think you can actually use
jumping twice, back to back, plays the jump sound twice. because the soundfile is longer than the animation, the second jump sound will play at an incorrect time, when the animation is already almost done.
you click to open chests, which is weird. i expected E or F to interact or something, and click to be reserved for movement.
glad george is still here. he even follows you down if you jump off the platform with the chests. clever boy.
found no major issue with any of the interactables
some objects (like the giant dancing hologram) are too big for the camera to view them properly. is there a key to either view the game from the model's perspective, or some camera pan thing? if not, that'd be nice
keep it up. i expect a lot more Progress now that your PC is back
I don't enjoy E/F Interaction, but I understand it being pretty standard. I'll probably put it in as an Option aswell.
Jumping Sound shouldn't be like that, I'll fix it.
No View from Model, you don't have to see the Hologram up close or anything. It's just a Prop like the Walls or the Floor. ( It's also just there because I'm anticipating someone complaining if I don't put that in)
>you don't have to see the Hologram up close or anything
i don't HAVE to, but in games like there's fun to see things from a different angle.
it'd just mean I'd have to bother with making sure everything looks good from up close and low down Camera Angles, which it doesn't.
If you want to see Things from a low down Perspective, you'll have to wait until I've finished GC so I can start working on PT2.
alright, hurry it up then