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SyS KillMirror's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall Fun | #31 | 3.333 | 3.333 |
Controls / UI | #31 | 3.000 | 3.000 |
Art / Graphics | #34 | 3.000 | 3.000 |
Sound/Music | #39 | 2.333 | 2.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Genre
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Genre #2
Sandbox
Open World
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Comments
Pros
Nick: Art style, general strangeness, hand as gun.
Ryan: Visually interesting, movement is solid, rock solid enemy design.
Cons
Nick: FOV is too wide, or mouse sensitivity is too low, one should change. Get stuck on the wacky level geometry more often than I would like
Ryan: Made me a little sick on account of the colors.
Wishes
Nick: More gun types. Less time spent on the trench style floor space below all the interesting stuff. Better visual cues for hazards.
Ryan: Hit feedback for enemies, slightly less health on enemies.
Thank you for the feedback!
Will work in adding more enemy feedback, bridges connecting the trenches and upper zones, and different guns (working in a modifiers system that changes your gun looks and mechanics with each one)
Hello! It's time for Feedback Quest 5 with Hythrain!
At first, the funky visuals made me think I was in for a trippy ride. However, this came crashing down as I realized how utterly confusing everything was. There isn't much direction on what to do or where to go, the design of the world makes it hard to stay on higher platforms, and I've been able to get stuck multiple times. I just had no idea what I was doing. To make things worse, trying to carry items is just difficult in an un-fun way since it blocks your ability to see and requires you to hold the E button the entire time.
I think the funky visuals can work, but it requires a LOT of work to make the game have direction and be able to figure out where to go.
Thank for the feedback!
I got a lot of streamers telling me the same about guiding the player, which is why im going to make big changes in the next major update following 0.5 (0.6)Im already planning for a tutorial, an intro, an ingame tool for guidance and a reworked guides system that can be accesed ingame.
I would also recommend work on the terrain. It felt weird that I could stand on basically open space at the bottom of the world. Also, I couldn't die. XD
wait, open space at the bottom of the world? did you manage to clip out of the map or how?
This was a very weird experience and I have no idea what it was about. There's not much feedback on the enemies, so I wasn't sure if I was causing any damage to them at all. I never figured out what it was I was supposed to do, and the vibrant color choices really left me a bit disoriented.
I think there could be an improvement on music because it feels like it is very short and followed by quick repeats.
Got a lot of feedback about making enemy feedback better, so that's something im already working on (hitmarkers, enemy hurt sounds, etc...)
I will also try to to make guiding players better (by adding an intro, a tutorial, and a revamped guides system on the coming 0.6)
I appreciate your feedback a lot! Though music will take time because my musician is currently on university so we were having problems (0.4 and 0.5 were supposed to have a lot of new music pieces, but that part of development fell through).
This is one trippy, no, the trippiest FPS shooter I have ever seen. I meant that in a good way, might be too rainbowlike for some other streamers but I like it.
To echo Paladin, I did have a bit of trouble to gauge between my attack, attack distance, and the enemy, I also fell into some cracks on the map that may need an escape button to get out of instead of restarting, music got repetitive very, very quickly, I ended up supplementing my own, I suggest investing on that area as well and spend time to find good stock music tracks, but overall pretty fun, I think I was looking for more options in the menu as well, hope to see updates on that when you can.
Thank you for playing it!
Already added hitmarkers which will come in the next update, and im trying to fix collision issues.
Nice to get feedback, will keep it at hand!
hey nice to see you checked the game!
Yea its still in a very rough state when it comes to guiding because im still building mechanics and systems, next update 0.5 will have the first boss so 0.6 will finally focus on creating an intro+ tutorial
Will keep in mind the hit markers
gotcha, 0.5 update is near the end of this month, and 0.6 in a couple of months, so I'll keep in conatct when 0.6 begins testing.