Hi, there was some funny business going on with the resolutions changing, which ended up with the capture looking a little funny as you'll see, though I didn't notice until after I finished recording. Anyways, hope you find it helpful!
Thank you for playing, a lot of the commentary is valid.
I am planning on removing the health scaling or at least significantly reduce it so it only noticeable much later.
Speed wise i also plan on reducing monster across the board and test that out in public, i'm just worried it will become "too easy" but that remains to be seen
I'm working on a entire skill rework and how you acquire them as well, i'm still trying to figure out on how to convey the information of what skills do during gameplay it's easy to say "oh just do it in pause" but there is a multiplayer aspect where everything should be easily done during gameplay sections. A solution of this would be adding a sort of list of skills in the menu with details on what they do.
Controller dead zones are something i need to test, currently on my controller the movement input is instant, i guess i'll need to adjust this in engine
The collision boxes are already very tiny and i don't want to make them even smaller(picrel), melee just is a bit risky and i have plans to eliminate this problem with the skill rework!
The explosion hitboxes are generally very on point with their visual, but next update will have telegraphs for all enemy attacks, going against my will of keep the game clean of too much gamey clutter, but seeing as how many people struggle with just avoiding the spikes it's a necessity. (the spikes used to stick on players and it was even worse)
It was pretty informative non the less! glad to see you had little to no technical problems other than the swapping of control schemes, so thank you for your time i will use it wisely.
Visual style is neat, upgrade system seems good; gonna give the advice I always give for games in this genre: double the speed of everything from the get go. It does miracles.
feels more hardcore than the other survivorlikes I played. I can barely outpace boars. gradual hits made me lose just after rocket enemies were introduced(Having a visible landing zone VFX feels more fair imo)
I didn't get a feel for the upgrades since I didn't play much but bladestorm seems the least worth it since most enemies are farther away.
the graphics are cute/high quality, menu UI is good. in game text is too small. some ps2 vibes, that's a good niche if you lean in there(maybe you do and I haven't managed to get that far)
Also resizing the window to fullscreen affected my monitor and un-maximized the browser(vivaldi)
The skills will get a big overhaul when i introduce the class system, bladestorm is not weak it's damage stack is quite high but the tradeoff is indeed risk, it's dangerous to use if you haven't played it a bit and don't know the hitboxes well, player is definitely faster on base than any enemy other than the bats.
Spikes from porcupines do have a shadow allowing you to avoid them, i didn't want to put a too obvious circle where they land, allows more skill expression voiding them.
I'll take a gander at the text stuff, and add an option to increase size!
Comments
Hi, there was some funny business going on with the resolutions changing, which ended up with the capture looking a little funny as you'll see, though I didn't notice until after I finished recording. Anyways, hope you find it helpful!
Thank you for playing, a lot of the commentary is valid.
I am planning on removing the health scaling or at least significantly reduce it so it only noticeable much later.
Speed wise i also plan on reducing monster across the board and test that out in public, i'm just worried it will become "too easy" but that remains to be seen
I'm working on a entire skill rework and how you acquire them as well, i'm still trying to figure out on how to convey the information of what skills do during gameplay it's easy to say "oh just do it in pause" but there is a multiplayer aspect where everything should be easily done during gameplay sections. A solution of this would be adding a sort of list of skills in the menu with details on what they do.
Controller dead zones are something i need to test, currently on my controller the movement input is instant, i guess i'll need to adjust this in engine
The collision boxes are already very tiny and i don't want to make them even smaller(picrel), melee just is a bit risky and i have plans to eliminate this problem with the skill rework!
The explosion hitboxes are generally very on point with their visual, but next update will have telegraphs for all enemy attacks, going against my will of keep the game clean of too much gamey clutter, but seeing as how many people struggle with just avoiding the spikes it's a necessity. (the spikes used to stick on players and it was even worse)
It was pretty informative non the less! glad to see you had little to no technical problems other than the swapping of control schemes, so thank you for your time i will use it wisely.
<de_cbutton id="de-cute-id" style="top: 688px; left: 16px;"></de_cbutton>
<de_cbutton id="de-cute-id" style="background-image: url("moz-extension://2156874b-0231-46d3-972a-1fc57a6f8a91/bestgirl.png"); top: 1374px; left: 16px;"></de_cbutton>Visual style is neat, upgrade system seems good; gonna give the advice I always give for games in this genre: double the speed of everything from the get go. It does miracles.
Slower pace is very much intended.
I like it, it's fun.
feels more hardcore than the other survivorlikes I played. I can barely outpace boars. gradual hits made me lose just after rocket enemies were introduced(Having a visible landing zone VFX feels more fair imo)
I didn't get a feel for the upgrades since I didn't play much but bladestorm seems the least worth it since most enemies are farther away.
the graphics are cute/high quality, menu UI is good. in game text is too small. some ps2 vibes, that's a good niche if you lean in there(maybe you do and I haven't managed to get that far)
Also resizing the window to fullscreen affected my monitor and un-maximized the browser(vivaldi)
Thanks for playing!
The skills will get a big overhaul when i introduce the class system, bladestorm is not weak it's damage stack is quite high but the tradeoff is indeed risk, it's dangerous to use if you haven't played it a bit and don't know the hitboxes well, player is definitely faster on base than any enemy other than the bats.
Spikes from porcupines do have a shadow allowing you to avoid them, i didn't want to put a too obvious circle where they land, allows more skill expression voiding them.
I'll take a gander at the text stuff, and add an option to increase size!
tldr; i like,
since uve mentioned u want the scope small i havent given any ideas etc for extra features, some polish is needed but you know that
how do i play this it links me to ur itchio page but there is no download
There should be now!