Can't play the download version, crashes on startup. Odd since I remember that working, web only now? Playing with controller.
-Enemies seem a bit more lively and I like this new-to-me speed up button over the pure gliding of yester year. Adds more control.
-Enemies have almost no sign of powering up a shot at the player. It feels like it comes out of nowhere. For example I got shot mere inches from eating the guy. Maybe it should be color coded? Like the vamps can see the guy is wearing garlic from the aura or something lol.
-Beat first mission. Shooty guys are easier when you approach fast and low. Also, it was slightly distracting how as my orientation changes, the clipping of distant building does too. And, at times it seemed like enemies teleported/turned invis between echos, maybe I was seeing things though.
-There doesn't seem to be a way to quit the mode, which is especially annoying when you mess up in the race. Maybe I'm just bad, but it felt like I went though the hole but wasn't credited some times, primarily when going faster. Maybe the flapping moved me out of the ring before I can notice.
-Not interested in the endless mode. So I guess I'm done.
Game is still rough, but I had some fun. Good luck with it.
I forgot to package the json files, my shame is immeasurable. Fixed.
-Enemies have almost no sign of powering up a shot at the player. It feels like it comes out of nowhere. For example I got shot mere inches from eating the guy.
I give basically no indication of this which is my failing as a game designer but they hear and see Batty so they turn and attack when they hear your flapping. I'm planning on making this more clear to the player and a progressive thing where they hear first and then look to see Batty.
Also, it was slightly distracting how as my orientation changes, the clipping of distant building does too.
Raylib has a ridiculously small draw distance by default, I'll bump it up.
-There doesn't seem to be a way to quit the mode, which is especially annoying when you mess up in the race.
Fair, I'll add a restart or a pause or something.
Maybe I'm just bad, but it felt like I went though the hole but wasn't credited some times, primarily when going faster.
I expect the player to try to go through the circle rather than skim it, but you're the second person to give this feedback so I enlarged the hitbox.
It's interesting, but the camera starts to feel quite disorienting after a while. There also isn't really much variation between the levels or enemies, so it's not really interesting past the first 15 minutes of playing.
Hitboxes are also a bit too stingy, especially for the rings. I managed to figure out the stealth part of it when I realized flapping seemed to alert them, but it was a lot easier to just fly straight at them than try to go around the buildings. Voice acting made me laugh when I first heard the "I hate vampires so much it's unreal" line though. I think leaning into that kind of tone would be good for this game.
I think it's more on how the camera rotates around Batty? There's some movements that will whip the camera around in a bad way. It does feel a bit too close at times, and I'd also like to see the FOV/camera distance adjust further to convey a sense of speed when moving at faster speeds too.
Once I got the hang of flying its pretty fun but I feel like it's missing something to spice things up after awhile. I played a bit of endless mode and by wave 6 it didn't feel like much has changed between waves to get a sense of progression. Perhaps you need more enemy types? I know batty targets only people but maybe if there was stuff in the air to target as well gameplay could feel more varied.
The help menu extended off the window in fullscreen for me so some of the information was obscured. You should probably be able to scroll with it if it's going to be that long.
The hitbox / hurtbox feels a little wonky? Sometimes I would fly over the heads of enemies when I feel like I should've hit them. Almost as if batty's hitbox extends only above her model's body and not below it at all. Also it's really hard to dodge the enemy that shoots orange balls at you.
There should probably be some sort of invisible wall at the bounds of the level. For fun I tried seeing how batty far can fly away from it but since the render distance is really small the level disappears from view pretty quickly and it becomes really hard to orient myself without any reference to try and get back.
Voice acting is pretty funny. I enjoyed the overall lightheartedness of the game. Music is comfy.
I know batty targets only people but maybe if there was stuff in the air to target as well gameplay could feel more varied.
I definitely want aerial enemies so that the flying mechanics can be explored more. I may even add enemy bats or vampires, I'm open to seeing what's fun.
The hitbox / hurtbox feels a little wonky? Sometimes I would fly over the heads of enemies when I feel like I should've hit them. Almost as if batty's hitbox extends only above her model's body and not below it at all.
This is a common complaint. I think it's a perspective thing. I might help the player cheat and extend the hurt box lower, a coyote time hurt box I guess.
Also it's really hard to dodge the enemy that shoots orange balls at you.
I'll try slowing down the speed of the balls. Later I want to introduce a barrel roll dodge like in star fox which would make them much easier to manage.
A mechanic of the game that's not made clear to the player at all right now is that you can sneak up on humans. Once I explain that better and give the player better abilities to fly silently, the gameplay hopefully will shift more towards not alerting the aggressive humans in the first place.
Comments
crashes on startup for me as well.
Christmas and Demo Day are ruined.
Hotfix uploaded!
Can't play the download version, crashes on startup. Odd since I remember that working, web only now? Playing with controller.
-Enemies seem a bit more lively and I like this new-to-me speed up button over the pure gliding of yester year. Adds more control.
-Enemies have almost no sign of powering up a shot at the player. It feels like it comes out of nowhere. For example I got shot mere inches from eating the guy. Maybe it should be color coded? Like the vamps can see the guy is wearing garlic from the aura or something lol.
-Beat first mission. Shooty guys are easier when you approach fast and low. Also, it was slightly distracting how as my orientation changes, the clipping of distant building does too. And, at times it seemed like enemies teleported/turned invis between echos, maybe I was seeing things though.
-There doesn't seem to be a way to quit the mode, which is especially annoying when you mess up in the race. Maybe I'm just bad, but it felt like I went though the hole but wasn't credited some times, primarily when going faster. Maybe the flapping moved me out of the ring before I can notice.
-Not interested in the endless mode. So I guess I'm done.
Game is still rough, but I had some fun. Good luck with it.
I forgot to package the json files, my shame is immeasurable. Fixed.
I give basically no indication of this which is my failing as a game designer but they hear and see Batty so they turn and attack when they hear your flapping. I'm planning on making this more clear to the player and a progressive thing where they hear first and then look to see Batty.
Raylib has a ridiculously small draw distance by default, I'll bump it up.
Fair, I'll add a restart or a pause or something.
I expect the player to try to go through the circle rather than skim it, but you're the second person to give this feedback so I enlarged the hitbox.
Thanks for playing!
It's interesting, but the camera starts to feel quite disorienting after a while. There also isn't really much variation between the levels or enemies, so it's not really interesting past the first 15 minutes of playing.
Hitboxes are also a bit too stingy, especially for the rings. I managed to figure out the stealth part of it when I realized flapping seemed to alert them, but it was a lot easier to just fly straight at them than try to go around the buildings. Voice acting made me laugh when I first heard the "I hate vampires so much it's unreal" line though. I think leaning into that kind of tone would be good for this game.
Was there something about it that feels disorienting? Does it move too quick? FoV too big? Too close to Batty?
I'll try to make them a touch bigger for the rings.
Thanks for playing!
I think it's more on how the camera rotates around Batty? There's some movements that will whip the camera around in a bad way. It does feel a bit too close at times, and I'd also like to see the FOV/camera distance adjust further to convey a sense of speed when moving at faster speeds too.
Once I got the hang of flying its pretty fun but I feel like it's missing something to spice things up after awhile. I played a bit of endless mode and by wave 6 it didn't feel like much has changed between waves to get a sense of progression. Perhaps you need more enemy types? I know batty targets only people but maybe if there was stuff in the air to target as well gameplay could feel more varied.
The help menu extended off the window in fullscreen for me so some of the information was obscured. You should probably be able to scroll with it if it's going to be that long.
The hitbox / hurtbox feels a little wonky? Sometimes I would fly over the heads of enemies when I feel like I should've hit them. Almost as if batty's hitbox extends only above her model's body and not below it at all. Also it's really hard to dodge the enemy that shoots orange balls at you.
There should probably be some sort of invisible wall at the bounds of the level. For fun I tried seeing how batty far can fly away from it but since the render distance is really small the level disappears from view pretty quickly and it becomes really hard to orient myself without any reference to try and get back.
Voice acting is pretty funny. I enjoyed the overall lightheartedness of the game. Music is comfy.
Thanks for playing and for the feedback!
I definitely want aerial enemies so that the flying mechanics can be explored more. I may even add enemy bats or vampires, I'm open to seeing what's fun.
This is a common complaint. I think it's a perspective thing. I might help the player cheat and extend the hurt box lower, a coyote time hurt box I guess.
I'll try slowing down the speed of the balls. Later I want to introduce a barrel roll dodge like in star fox which would make them much easier to manage.
A mechanic of the game that's not made clear to the player at all right now is that you can sneak up on humans. Once I explain that better and give the player better abilities to fly silently, the gameplay hopefully will shift more towards not alerting the aggressive humans in the first place.
My most recent devlog summarizes what's new: https://frenchfriesguy.itch.io/batty-vamps/devlog/892104/your-missions-should-yo...
Would love feedback on the trophy difficulty.
The next planned feature is a way to 'dive' at humans so you can silently and quickly attack them.
Edit: Hotfix: Fixed Windows build. Make ring hitboxes bigger. Made projectiles move slower.