Girl animations are very nice. Customization is very welcome, but dog model didn't update even if I changed it.
Fans are extremely finnicky - it took me quite some time to understand how they work. It feels like they apply "realistic" physics instead of the normal "apply force until player is X meters up in the air", and that messes up some platforming sections for me.
Enemy AI prioritized duck instead of me. Controls broke a couple of times - at some point my sliding was disabled, and sometimes the girl won't exit the last slide frame until I jump.
its definitely coming along, and the foundation for distinct visuals are there just needs a lot polish and a way less broken test level (i fell through the floor and missed a respawn trigger, there needs to be some kind of large plane at the bottom that will respawn you) also, i went into the options and could not go back, so i had to restart
I encountered a few bugs that I also saw mentioned in other comments. Also, the whole screen seemed covered in a noisy texture, which could be a stylistic choice but I would tone it down a bit. (maybe it was stronger on my pc since it's an old ass computer and the graphics card is shit? It could've just been buggy).
On the other hand, I think the character felt good to control, there was lots of juice when shooting the water cannon thingie, and charging a shot with rmb was cool. I also really like the art direction. There's a lot of thought put into the visual style that can be seen in things like the characters, assets, and menu (in-game UI could use some improvements though). The game's very visually cohesive and endearing, it's clearly a labour of love. There's still a lot of work to be done though, and it's not a small project. I'd consider lowering the scope of the game, and working on getting the main gameplay loop done asap. Ganbare!
Lots of UI issues: I cannot escape from the settings menu, both buttons on the bottom right do nothing. The character information menu you access with CTRL is super finnicky, it sometimes doesn't open. The character customization screen worked without any issue.
The character controller isn't bad per se but it does feel clunky. First of all: feet sliding, might want to look into root motion. You seem to be moving the character away from their "center" as indicated by the circular shadow on the ground, which looks weird and makes the camera not feel centered properly. Other than that, I like the character's hovering ability, reminds me of the Artificer from RoR2.
Your shadows are pitch black, which make some areas look off.
I think I broke something when I picked up the Luger, I keep hearing a reload sound. Also, this happened upon pausing the game: it looks like the character gets rotated to whatever direction the camera is pointing in at the time of pausing.
The hazard suit guys did not attack me, they kind of stayed in place while periodically swinging their batons. I fought the big hazard guy, which did at least try to kill me, but when he died the room shrunk back to its normal size and I was left outside of it.
There were a lot of invisible walls that prevented vertical movement, and I eventually fell through the world. I put out all the fires and didn't see what else to do, so I stopped playing there. It's a crying shame to see this game in this state, there clearly was a lot of love put into the character/equipment assets and it shows. I don't want to sound rude, but maybe you could find more success in a team where you can focus squarely on art? Either way, I'll make sure to check this game out again in the future.
It starts out decently well when the dog is teaching you movement, but there's a lot of bugs I found after that.
Most UI didn't work. I couldn't exit the settings menu, and the pause menu is also broken in the same way.
Sometimes, the jump spin doesn't play or is not available.
Fans don't work sometimes.
Falling in the big fan room only slowly killed me (took about a minute), but when I fell down later on at the other end of the room I was reset to be on a fan immediately.
Shift occasionally gets stuck in a very low speed state that only stops after about 5 seconds.
After picking up the hammer, it dropped the water gun, and I tried to pick it back up only to drop the hammer and no longer be able to pick it up.
The AI for the boss stopped doing anything after the first move.
The button interaction around the fan room didn't work.
is there a stamina bar? because i couldn't press shirt too often, felt like there was a cooldown
Cool reloading animation on the crosshair
Some little sfx issues maybe with the steps ? like i would step once but hear a lot of footsteps
Cool character models and customisation, sad i didn't get the dog i chose though , and cool character selection screen, ui looks like it fits weel with the overall style too. i made it crash at the end of the video though
Comments
Girl animations are very nice. Customization is very welcome, but dog model didn't update even if I changed it.
Fans are extremely finnicky - it took me quite some time to understand how they work. It feels like they apply "realistic" physics instead of the normal "apply force until player is X meters up in the air", and that messes up some platforming sections for me.
Enemy AI prioritized duck instead of me. Controls broke a couple of times - at some point my sliding was disabled, and sometimes the girl won't exit the last slide frame until I jump.
Looking forward to see more updates!
its definitely coming along, and the foundation for distinct visuals are there
just needs a lot polish and a way less broken test level (i fell through the floor and missed a respawn trigger, there needs to be some kind of large plane at the bottom that will respawn you)
also, i went into the options and could not go back, so i had to restart
I encountered a few bugs that I also saw mentioned in other comments. Also, the whole screen seemed covered in a noisy texture, which could be a stylistic choice but I would tone it down a bit. (maybe it was stronger on my pc since it's an old ass computer and the graphics card is shit? It could've just been buggy).
On the other hand, I think the character felt good to control, there was lots of juice when shooting the water cannon thingie, and charging a shot with rmb was cool. I also really like the art direction. There's a lot of thought put into the visual style that can be seen in things like the characters, assets, and menu (in-game UI could use some improvements though). The game's very visually cohesive and endearing, it's clearly a labour of love. There's still a lot of work to be done though, and it's not a small project. I'd consider lowering the scope of the game, and working on getting the main gameplay loop done asap. Ganbare!
Lots of UI issues: I cannot escape from the settings menu, both buttons on the bottom right do nothing. The character information menu you access with CTRL is super finnicky, it sometimes doesn't open. The character customization screen worked without any issue.
The character controller isn't bad per se but it does feel clunky. First of all: feet sliding, might want to look into root motion. You seem to be moving the character away from their "center" as indicated by the circular shadow on the ground, which looks weird and makes the camera not feel centered properly. Other than that, I like the character's hovering ability, reminds me of the Artificer from RoR2.
Your shadows are pitch black, which make some areas look off.
I think I broke something when I picked up the Luger, I keep hearing a reload sound. Also, this happened upon pausing the game: it looks like the character gets rotated to whatever direction the camera is pointing in at the time of pausing.
The hazard suit guys did not attack me, they kind of stayed in place while periodically swinging their batons. I fought the big hazard guy, which did at least try to kill me, but when he died the room shrunk back to its normal size and I was left outside of it.
There were a lot of invisible walls that prevented vertical movement, and I eventually fell through the world. I put out all the fires and didn't see what else to do, so I stopped playing there. It's a crying shame to see this game in this state, there clearly was a lot of love put into the character/equipment assets and it shows. I don't want to sound rude, but maybe you could find more success in a team where you can focus squarely on art? Either way, I'll make sure to check this game out again in the future.
It starts out decently well when the dog is teaching you movement, but there's a lot of bugs I found after that.
doesn't work with my SN30 pro / ps4 controllers
is there a stamina bar? because i couldn't press shirt too often, felt like there was a cooldown
Cool reloading animation on the crosshair
Some little sfx issues maybe with the steps ? like i would step once but hear a lot of footsteps
Cool character models and customisation, sad i didn't get the dog i chose though , and cool character selection screen, ui looks like it fits weel with the overall style too. i made it crash at the end of the video though
a video speaks more than a thousand words honestly
try out the newly added controller support!ITS SO FUCKING OVER BROSOh no...