Dunno what your aim is, you have a ton of possibilities. both a hotline miami style or a survivor kind of a game can work with this gameplay; but i must say that your game made me remember the old great twin stick shooters of the early days of iphone. Consider doing closed maps like the one you have now, and the game is to resist for X second to have a medal, unlock stuff, more levels etc
the only thing i really dont like is making your ammo refill by themselves on a long delay. If you wanna keep all the ammo on autorefill, an ammo count on the status bar is a must. so at least you know what weapon is ready to be used again.
Maybe consider a weak weapon with infinite ammo, or with a large magazine that autorefills; but then all the other ammo are just found on bodies like powerups.
I suggest you to check nuclear throne for your wiz ability; you have tp, you can make a ton more, as more chara to use, or skills to equip.
Check also ubermosh, it may spark some new ideas about your game.
I like the style of wiz on coverart. dunno if it's me, but he seems bored
Very glad to hear you enjoyed it my friend. I'm thinking for this game I'd like to keep the scope limited and stick with score attack. I'd like to take this idea further at some point but im looking to finish this project soon and am constantly fighting scope creep lol. I remember those games on iphone, the comparison to such kino is appreciated.
the reload system is pretty poorly communicated right now, i like your idea to show all ammo on the status bar, especially since I am adding a shop upgrade which enables backpack reload (switching weapons wont cancel your reload). Ammo management is pretty tough right now once more enemies start spawning in faster.
I havent heard of ubermosh before, but since its 50 cents on steam ill check it out! I like using the sword to reflect bullets, I might add a power up like that in a future build.
I played quite a bit and unlocked most of the stuff and this game is positively addicting! The combat is amazing and I love the theme. Spawning is great and unlocking weapons and upgrading them outside of game is awesome, and the upgrade system ingame is good too. The only two negatives I have for you is that its hard to tell your health and when you take damage, a health bar in the corner would be amazing. The reload system is also a huge mystery, but I think I figured it out eventually, that also desperately needs ui past the number next to the wizard and I would like to hit R to reload, not just have the option when empty. Overall addicting gameplay with fantastic guns and wizarding. I look forward to more!
Very glad you enjoyed it! I've got a health UI element added in the most recent build which I'll include in the next update. The reload system I'm realizing I did a poor job communicating, unless the keybind is messed up you should be able to press R to reload (some weapons reload round by round, others reload all at once) but you are right that there needs to be a more clear UI element. Thanks for the feedback!
Awesome, I'm not sure why R never worked, I tried it with mostly the shotgun but I did understand it loaded one round at a time. I will try your next build next time my friend!
Kinda fun. I like the level layout. Graphics look, well, like a flash game, but I guess it works.
The progression is a bit too simplistic to motivate me to play deeper into the game. Would also help if there were more levels to discover.
I wish there was some real brutal indication of being hit. I think I started playing worse after buying the HP upgrades, because I started to believe bullets had smaller hitboxes, as I no longer died. But then eventually I just died still.
thanks for the stream and feedback! always cool to watch other people play the game. Flash game is the intended look, I cant draw for shit and haven't made the level/menu assets yet. The progression system is simplistic and in its current state is basically just there for the reward part of the gameplay loop. Telefrag I like because it changes the way you play the game but the rest of it doesnt really.
what would you like to see in a more motivating progression system?
Hit indications are weak as shit since I also haven't added any effects for that yet, but thats a good point about not being aware of whether the bullet hit or not.
>what would you like to see in a more motivating progression system?
What I like
- Within a run, if the run goes longer, new enemies and new zones should appear
- Metaprogression: instead of just the char getting stronger, I prefer the game growing in complexity. New weapons and pickups, but not necessarily better ones. And so on.
I’m basically extreme RoR fanboy. Many games do it differently and they also find success, but … to me, not that appealing.
This was way fun! Especially when the cannon guys would blow up a bunch of dudes for you.
It was a little frustrating when hugging a wall to the right of the wizard would block projectiles from them. It didn't feel intentional, moreso a bug.
It did feel very difficult. Maybe adding enemies of lower tiers to get things ramped up? Like a slower melee guy, a crossbow that fires one projectile, etc. I want more levels and content, damnit.
thanks for playing and leaving feedback! the projectile origin is slightly to the right of center to line up with the hand sprite which is probably causing that issue, I appreciate you finding that.
You aren't alone in feeling that its pretty difficult. More enemy types are a good idea to ramp things up beyond just the spawn rate / enemy cap.
thanks for playing and leaving feedback! you are right and reload sounds are next on the list. I've gotten the comment about reloading automatically a few times now and I think it makes more sense for a game like this where you're almost always shooting.
Difficult lmao, harder than maybe it needs to be, dev level difficulty, and also maybe a health system could be more fun than one hit kills. https://www.twitch.tv/videos/2291625307
damn thanks for the stream! appreciate the feedback too, I'll probably implement the feedback i got to add some dumber enemies to start off and ramp up as the game goes on. You can buy a health upgrade from the store between runs but there's no UI element for a health bar yet.
Comments
Tested the web version*
I like this topdown doom a lot!
Dunno what your aim is, you have a ton of possibilities. both a hotline miami style or a survivor kind of a game can work with this gameplay; but i must say that your game made me remember the old great twin stick shooters of the early days of iphone. Consider doing closed maps like the one you have now, and the game is to resist for X second to have a medal, unlock stuff, more levels etc
the only thing i really dont like is making your ammo refill by themselves on a long delay. If you wanna keep all the ammo on autorefill, an ammo count on the status bar is a must. so at least you know what weapon is ready to be used again.
Maybe consider a weak weapon with infinite ammo, or with a large magazine that autorefills; but then all the other ammo are just found on bodies like powerups.
I suggest you to check nuclear throne for your wiz ability; you have tp, you can make a ton more, as more chara to use, or skills to equip.
Check also ubermosh, it may spark some new ideas about your game.
I like the style of wiz on coverart. dunno if it's me, but he seems bored
GL
Very glad to hear you enjoyed it my friend. I'm thinking for this game I'd like to keep the scope limited and stick with score attack. I'd like to take this idea further at some point but im looking to finish this project soon and am constantly fighting scope creep lol. I remember those games on iphone, the comparison to such kino is appreciated.
the reload system is pretty poorly communicated right now, i like your idea to show all ammo on the status bar, especially since I am adding a shop upgrade which enables backpack reload (switching weapons wont cancel your reload). Ammo management is pretty tough right now once more enemies start spawning in faster.
I havent heard of ubermosh before, but since its 50 cents on steam ill check it out! I like using the sword to reflect bullets, I might add a power up like that in a future build.
The feedback is much appreciated.
I played quite a bit and unlocked most of the stuff and this game is positively addicting! The combat is amazing and I love the theme. Spawning is great and unlocking weapons and upgrading them outside of game is awesome, and the upgrade system ingame is good too. The only two negatives I have for you is that its hard to tell your health and when you take damage, a health bar in the corner would be amazing. The reload system is also a huge mystery, but I think I figured it out eventually, that also desperately needs ui past the number next to the wizard and I would like to hit R to reload, not just have the option when empty. Overall addicting gameplay with fantastic guns and wizarding. I look forward to more!
Very glad you enjoyed it! I've got a health UI element added in the most recent build which I'll include in the next update. The reload system I'm realizing I did a poor job communicating, unless the keybind is messed up you should be able to press R to reload (some weapons reload round by round, others reload all at once) but you are right that there needs to be a more clear UI element. Thanks for the feedback!
Awesome, I'm not sure why R never worked, I tried it with mostly the shotgun but I did understand it loaded one round at a time. I will try your next build next time my friend!
https://www.twitch.tv/videos/2291567907
Kinda fun. I like the level layout. Graphics look, well, like a flash game, but I guess it works.
The progression is a bit too simplistic to motivate me to play deeper into the game. Would also help if there were more levels to discover.
I wish there was some real brutal indication of being hit. I think I started playing worse after buying the HP upgrades, because I started to believe bullets had smaller hitboxes, as I no longer died. But then eventually I just died still.
thanks for the stream and feedback! always cool to watch other people play the game. Flash game is the intended look, I cant draw for shit and haven't made the level/menu assets yet. The progression system is simplistic and in its current state is basically just there for the reward part of the gameplay loop. Telefrag I like because it changes the way you play the game but the rest of it doesnt really.
what would you like to see in a more motivating progression system?
Hit indications are weak as shit since I also haven't added any effects for that yet, but thats a good point about not being aware of whether the bullet hit or not.
>what would you like to see in a more motivating progression system?
What I like
- Within a run, if the run goes longer, new enemies and new zones should appear
- Metaprogression: instead of just the char getting stronger, I prefer the game growing in complexity. New weapons and pickups, but not necessarily better ones. And so on.
I’m basically extreme RoR fanboy. Many games do it differently and they also find success, but … to me, not that appealing.
This was way fun! Especially when the cannon guys would blow up a bunch of dudes for you.
It was a little frustrating when hugging a wall to the right of the wizard would block projectiles from them. It didn't feel intentional, moreso a bug.
It did feel very difficult. Maybe adding enemies of lower tiers to get things ramped up? Like a slower melee guy, a crossbow that fires one projectile, etc. I want more levels and content, damnit.
thanks for playing and leaving feedback! the projectile origin is slightly to the right of center to line up with the hand sprite which is probably causing that issue, I appreciate you finding that.
You aren't alone in feeling that its pretty difficult. More enemy types are a good idea to ramp things up beyond just the spawn rate / enemy cap.
very fun!
please add reload sounds, also you should start reloading automatically rather than having to shoot while having no bullets
thanks for playing and leaving feedback! you are right and reload sounds are next on the list. I've gotten the comment about reloading automatically a few times now and I think it makes more sense for a game like this where you're almost always shooting.
Difficult lmao, harder than maybe it needs to be, dev level difficulty, and also maybe a health system could be more fun than one hit kills.
https://www.twitch.tv/videos/2291625307
damn thanks for the stream! appreciate the feedback too, I'll probably implement the feedback i got to add some dumber enemies to start off and ramp up as the game goes on. You can buy a health upgrade from the store between runs but there's no UI element for a health bar yet.
Add controller support, NOW
thank you sir how are you i will look into it sir