Going to second the comments about it being a little unclear what you have to do, especially with all of the hundreds of bullets flying everything a little while into the game. A little bit of juice and rainbow and everything is good for giving the game character, but I think it’s a little distracting in this case.
Tried it out and yea its a bit confusing on what can damage you and what can't damage you. For example, there's some red residue that remains on the floor and at first I thought that would damage me. I also thought the R's would damage me.
Also, maybe I'm just bad at the game, but on the second level, I have absolutely no idea how to get past that second high area. Even using slow motion I can't get rid of the tallest one fast enough to be able to jump over it. Not sure if the visuals are placeholders but the audio is spot on as well as the transitions. It feels pretty good when shooting too. I just think a better explanation of how to do certain things would be good in the future, or maybe some checkpoint explanation bubbles.
the visual are intentional for story and i just want to have some "art" of my own in before starting to use millions of art assets next game.
i think the red residues on the floor are the enemy corpses(probably better to make them fall thr the ground and vanish but i kinda like the moment where theres lots of corpse on the ground),but i am not sure what the R's are.(edit:nvm thats the point item that increases your score lol)
Theres a main mechanic of using the gun knock back to propel yourself but it was never explained and i see the results (from digging the grave)now.The (best)plan now would be have some sort of ghost showing you a tutorial before letting the player play the game.
I tried playing it but I didn't really understand what was going on 😅. Maybe I'm just an old fart. I do understand you are going for a metagame sort of thing and that seems cool. Might be a bit overwhelming if the whole game is this vibrant and such.
lol even myself agree that the game is quite too vibrant
i am just praying the anti seizure option (which makes the bullets and lasers flashs a lot slower)magically solves the problem
(might even consider making it the default mode once i get enough feedback about it)
havnt written much dialog yet but yes the general conversation will be revolved around game development(so i can easily recycle my game dev expereicne into free diaglogue materials)
Comments
Much juice.
Going to second the comments about it being a little unclear what you have to do, especially with all of the hundreds of bullets flying everything a little while into the game. A little bit of juice and rainbow and everything is good for giving the game character, but I think it’s a little distracting in this case.
probably should whip up a tutorial stage instead of sending the player right into action happening
thanks for the feedback :pray:
Tried it out and yea its a bit confusing on what can damage you and what can't damage you. For example, there's some red residue that remains on the floor and at first I thought that would damage me. I also thought the R's would damage me.
Also, maybe I'm just bad at the game, but on the second level, I have absolutely no idea how to get past that second high area. Even using slow motion I can't get rid of the tallest one fast enough to be able to jump over it. Not sure if the visuals are placeholders but the audio is spot on as well as the transitions. It feels pretty good when shooting too. I just think a better explanation of how to do certain things would be good in the future, or maybe some checkpoint explanation bubbles.
the visual are intentional for story and i just want to have some "art" of my own in before starting to use millions of art assets next game.
i think the red residues on the floor are the enemy corpses(probably better to make them fall thr the ground and vanish but i kinda like the moment where theres lots of corpse on the ground),but i am not sure what the R's are.(edit:nvm thats the point item that increases your score lol)
Theres a main mechanic of using the gun knock back to propel yourself but it was never explained and i see the results (from digging the grave)now.The (best)plan now would be have some sort of ghost showing you a tutorial before letting the player play the game.
:pray:
I tried playing it but I didn't really understand what was going on 😅. Maybe I'm just an old fart. I do understand you are going for a metagame sort of thing and that seems cool. Might be a bit overwhelming if the whole game is this vibrant and such.
lol even myself agree that the game is quite too vibrant
i am just praying the anti seizure option (which makes the bullets and lasers flashs a lot slower)magically solves the problem
(might even consider making it the default mode once i get enough feedback about it)
havnt written much dialog yet but yes the general conversation will be revolved around game development(so i can easily recycle my game dev expereicne into free diaglogue materials)