Melee guys are very bad - the animation is extremely slow and is not cancellable - you'll get hit by the time you can move again. Foam guy has to be locked into the direction, which makes him SLIGHTLY better than the melee ones.
Every single character has a problem - you have a long cooldown skill that is actually viable at killing enemies, and the primary attack being a direct ticket to game over. It doesn't feel like a twinstick action game, even though it seems to want to be one. The one that gets damaged by his own whirlwind is probably the worst due to the penalty his skill has. Again, whirlwind was pretty much his only viable skill.
Gamepad broke a lot of stuff, which is not very acceptable since twinstick game requires, well, sticks. Though kb seems to not fare any better.
Needs a lot of stuff, both in the controls and balancing department.
I enjoyed it. I got stuck by a bug where things weren't spawning. Not sure what happened. Also not sure why the cooldowns and still recharging between rounds.
thanks for playing, i had a random thought that itd be nice to nto refresh cooldowns between rounds so that the player should think a bit extra about using abilities, ill investigate the bug, just finished watching the vid, thanks again, ive got the things you mentioned noted down, ill get to thinking about them😈
the first sword guy and the foam guy are OP, the other two feel pretty weak in comparison, but that might be because of the attack direction following the movements instead of the mouse:
With the big guy i'm not afraid to get hit a bit since he keeps healing.
And since the foam guy can move pretty fast i'm not afraid to turn around and attack
Don’t enjoy the melee attackers, but the foam guy was cool.
Game did not recognize my gamepad. Playing on mouse/kb is a bit dumb, because you only have 8 directions to attack in. I think it wouldn’t hurt if you fixed this issue by making all attacks going into direction of mouse cursor.
Many thanks for testing , yeah everybody has been talking about the mouse thing, I got it written down, thanks for the feedback, I'll get to playtesting yours soonish
I beat the boss, I first tried a character with a sword, and it feel slow, then I tried the one with foam attack/spray, and manage to beat the game, fairly easy. The upgrade don't feel strong, and didn't care too much about them later on because the main attack was strong enough.
At the end, I choose the green gem.... because I like green....
On the technical stuff, I noticed this is Unity which I use too, and I saw some "jittering" with your character movement. That's not normal, it should be smooth, and if not that way, then something is wrong. In my experienced it can be some of the following:
- Using the wrong interpolation method in your Rigidbody component
-Using "transform.position" to move the player instead of using rigidbody's velocity variable.
thanks for testing, the balance is off as you have mentioned, the jittering as you have identified is actually due to cinemachine, if you want to conitnue this discussion i guessr reply or ping me on discord. the mouse player aim is written down as well.
The controls do not suit mouse and keyboard at all, it's awkward to try and position your character using WASD and then attack in the right direction, the attacks should face the cursor imo.
It played better with a controller but then I ran into a bug where I couldn't purchase items, probably something to do with the mouse being disabled if it detects a controller.
The ranged character was much stronger than the melee ones, I think it's to do with the melee animations having too much backswing and that the melee hitbox are a bit too tiny for an attack that stops all your momentum. I beat the game with the ranged character and getting the melee boss.
I died just as I was about to kill the boss goddamn it!
I also found the menus pretty weird in terms of controls but the game itself is nice.
the hitboxes felt a bit off (referring mostly to the sword slash VFX not matching where it coulld actually hit). maybe it's just me not being used to this genre but having to check in the corner for my ability cooldowns was a bit of a pain. some clearer visual feedback when you get hit (like flashing or very light screenshake) could help, as I died several times because I didn't notice that my hp was so low. (also pls clamp the HP to 0 so it doesn't go in the negatives)
I feel like maybe making the character attack in the direction of the cursor would help a ton with attacking, because it doesn't feel intuitive. The exit button in the main menu didn't work for me, but other than that the game is pretty solid.
i like how heavy walking feels, but attacks feel pretty slow, you can end up being hit even in a 1vs1 situation
the money as credits feels kind of out of place but i imagine it's just a placeholder
controls in the menus felt kind of weird, sometimes i tried selecting an option with the mouse and nothing happened and i had to use wasd and sometimes even that felt awkward.
Comments
Melee guys are very bad - the animation is extremely slow and is not cancellable - you'll get hit by the time you can move again. Foam guy has to be locked into the direction, which makes him SLIGHTLY better than the melee ones.
Every single character has a problem - you have a long cooldown skill that is actually viable at killing enemies, and the primary attack being a direct ticket to game over. It doesn't feel like a twinstick action game, even though it seems to want to be one. The one that gets damaged by his own whirlwind is probably the worst due to the penalty his skill has. Again, whirlwind was pretty much his only viable skill.
Gamepad broke a lot of stuff, which is not very acceptable since twinstick game requires, well, sticks. Though kb seems to not fare any better.
Needs a lot of stuff, both in the controls and balancing department.
Video:
I enjoyed it. I got stuck by a bug where things weren't spawning. Not sure what happened. Also not sure why the cooldowns and still recharging between rounds.thanks for playing, i had a random thought that itd be nice to nto refresh cooldowns between rounds so that the player should think a bit extra about using abilities, ill investigate the bug, just finished watching the vid, thanks again, ive got the things you mentioned noted down, ill get to thinking about them😈
With the big guy i'm not afraid to get hit a bit since he keeps healing.
And since the foam guy can move pretty fast i'm not afraid to turn around and attack
That was pretty fun
Thanks for playing! Yeah I got that written down, if you're game is not lewd I'll give it a go
https://www.twitch.tv/videos/2245702712
Don’t enjoy the melee attackers, but the foam guy was cool.
Game did not recognize my gamepad. Playing on mouse/kb is a bit dumb, because you only have 8 directions to attack in. I think it wouldn’t hurt if you fixed this issue by making all attacks going into direction of mouse cursor.
Many thanks for testing , yeah everybody has been talking about the mouse thing, I got it written down, thanks for the feedback, I'll get to playtesting yours soonish
I beat the boss, I first tried a character with a sword, and it feel slow, then I tried the one with foam attack/spray, and manage to beat the game, fairly easy. The upgrade don't feel strong, and didn't care too much about them later on because the main attack was strong enough.
At the end, I choose the green gem.... because I like green....
On the technical stuff, I noticed this is Unity which I use too, and I saw some "jittering" with your character movement. That's not normal, it should be smooth, and if not that way, then something is wrong. In my experienced it can be some of the following:
- Using the wrong interpolation method in your Rigidbody component
-Using "transform.position" to move the player instead of using rigidbody's velocity variable.
-Using Update() instead of FixedUpdate()
Also, let the player aim with the mouse.
thanks for testing, the balance is off as you have mentioned, the jittering as you have identified is actually due to cinemachine, if you want to conitnue this discussion i guessr reply or ping me on discord. the mouse player aim is written down as well.
The controls do not suit mouse and keyboard at all, it's awkward to try and position your character using WASD and then attack in the right direction, the attacks should face the cursor imo.
It played better with a controller but then I ran into a bug where I couldn't purchase items, probably something to do with the mouse being disabled if it detects a controller.
The ranged character was much stronger than the melee ones, I think it's to do with the melee animations having too much backswing and that the melee hitbox are a bit too tiny for an attack that stops all your momentum.
I beat the game with the ranged character and getting the melee boss.
Thanks for testing, the mouse aim movement isi n the notes, yeah the balance is off as many others have mentioned, ill get to it.
I died just as I was about to kill the boss goddamn it!
I also found the menus pretty weird in terms of controls but the game itself is nice.
the hitboxes felt a bit off (referring mostly to the sword slash VFX not matching where it coulld actually hit). maybe it's just me not being used to this genre but having to check in the corner for my ability cooldowns was a bit of a pain. some clearer visual feedback when you get hit (like flashing or very light screenshake) could help, as I died several times because I didn't notice that my hp was so low. (also pls clamp the HP to 0 so it doesn't go in the negatives)
all in all, I had fun!
thanks a lot for testing, thanks for the feedback, I will take note of them!
I feel like maybe making the character attack in the direction of the cursor would help a ton with attacking, because it doesn't feel intuitive.
The exit button in the main menu didn't work for me, but other than that the game is pretty solid.
thank you, i will take note.
i like how heavy walking feels, but attacks feel pretty slow, you can end up being hit even in a 1vs1 situation
the money as credits feels kind of out of place but i imagine it's just a placeholder
controls in the menus felt kind of weird, sometimes i tried selecting an option with the mouse and nothing happened and i had to use wasd and sometimes even that felt awkward.
mhmm perhaps i should fully implement mouse navigation, a GRAND idea.
Hello, screenshots are early, the game is different, onceu finis hthe demo send a comment hero on discord if uwant more :3