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V-Town Beatdown's itch.io pageBootcamp Track
Journeyman
Devs finishing their first games
Reference Game
https://jesscapade.itch.io/witch-with-a-shotgun , https://martinecko30.itch.io/screw-it
Bootcamp Discord username
vecima
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Comments
I was able to make it to wave 3. I did enjoy the gameplay. I did feel as if playing with the bow was way more difficult than the other weapons. It was not as much fun as I felt it took 4 - 5 times longer to create any significant damage.
I love the graphics and seeing the fog go across the graveyard was pretty cool.
I like the sfx and music as well.
The gameplay and feel was very solid. I loved the intro song, reminded me of Horizon Zero Dawn.
I would benefit from some visual indicator when you're hit. Like 200ms of screen freeze or screen shake. I would also add a couple of invincibility frames to recover.
Good music, and SFX. I did not beat the game, though. That's on my, though.
I think the gameplay loop is solid and the game is engaging. I had to die a few times to learn my ways, especially with getting back health points.
My suggestions:
1) when you activate the upgrade screen put the cursor arrow outside the upgrade buttons and or deactivate the click possibility for some time maybe 1-2 seconds
My observations:
2) probably a bug after upgrading the "Balance Blade +1 strike to combo" After using this upgrade I try to make a double-click combo, but I do not quite feel a big difference, is the sword slash restart time shorter? I think that by clicking quickly left mouse button with this upgrade the player is starting to slash constantly even if I do not use the left mouse button to click anymore. I had to change the weapon to make the constant attacking stop.
- I like the cost/consequence of upgrades, (power but at a cost)
- I managed to play it all through. Unfortunately, I became a monster myself in the process xD.
- When I killed the final boss and pressed restart I walked around and noticed that a big thick black frame was left around the final crypt. ( I add a jpg)
- You could probably tweak some stuff with: a) player’s attacks queuing (probably also connected to my comment on blade upgrade),
b) player’s attacks restart time ( being more visible for the player somehow)
c) melee enemies’ attacks signalization/telegraphing ( with the bow it was very clear and visible )
Thanks so much for the feedback! I'll address some of your points, but not to push back on them, they are all valid!
I tried to make the upgrade screen non-interactive with a "fade in" delay, but I agree that the delay is probably not long enough - especially using a mouse it's easy to still accidentally select something.
Balanced Blade is indeed bugged at the moment. I unfortunately didn't discover this until after submitting, but I do intend to do a slightly more polished version at some point, while leaving the "bootcamp" version up for posterity
You also indeed discovered a bug that only happens if you make it to the final arena and restart
Lastly, your advice about telegraphing attacks in on-point, and in line with notes I had made for myself. If/when I continue to polish this those are certainly things i plan to address.
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