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ULTRASEWERS (pre-alpha)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #14 | 4.000 | 4.000 |
Audio | #22 | 3.500 | 3.500 |
Gameplay/Design | #35 | 3.000 | 3.000 |
Overall | #37 | 3.125 | 3.125 |
Fun | #81 | 2.000 | 2.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
I'd really love to have feedback on the movement and the level design.
And if you have any tips on how the make the behavior of the enemies better, it would be a huge help.
But I'm open to any constructive criticism so feel free to comment about anything in my game (as long as it's not just to tell me it's an ULTRAKILL clone, I already know that lol)
What did you update?
Movement:
- Added coyote time
- Fixed the slide so that when you stop sliding and you don’t have the space to stand up, you just keep your current height until you automatically go back to normal when you can stand up again.
- Replaced all of the raycasts that were used to determine the player’s vertical trajectory (in the ground slam & slide functions) by spherecasts, which makes much more sense since the bottom of the collision capsule is basically a sphere. (that fixed many game breaking bugs where the player would get stuck and couldn’t move anymore)
- Increased the gravity scale
- Made the player walk & slide faster and jump higher
- Fully implemented the water extracting jump: before that you had to dash out of the water to get back on the ground, now you just jump while being on the surface of water and you’re launched into the air
- Repaired a bug that let the player double jump after bunny hopping, which was kinda fun but made all of the other movement techs useless
- Reworked quite a few sound effects linked to the movement
- Almost rewrote the entire player’s movement blueprint
- Repaired a bug that completely broke the future speed running aspect of the game and could very easily become a pretty important exploit: there was a way of keeping the sliding speed as the base walk speed (which is much faster) by sliding just after a bunny hop or dashing on the ground
- Made some subtle changes to the effects of different movement capabilities
UI & menus:
- Redesigned the HUD about 4 times (and it looks worse than it did before the jam, UI’s hard man)
- Repaired almost all of the menus because most of them were completely broken & quickly made temporary redesigns of all the menus.
- Made a menu for level selection
- Rewrote the credits
Other stuff:
- Made it so that the game prioritizes having a stable framerate over rendering at the maximum framerate possible
- Removed a texture pack of blood that I added to the project a few months ago and never removed, even though they didn’t fit the project and I never used them (and they were all 8K)
- Made it so that secrets can actually be collected
- Created lava
- Rebalanced the enemies to make them easier to fight against (even I, who made the game and played for hundred of hours was struggling to get to the end of the first and currently only level)
- Worked a lot on level design (FINISHED THE FIRST ITERATION OF THE FIRST LEVEL!!!!)
- Added checkpoints
- Changed the jazz music for a bouncier and more dynamic one
- Oh and I finally started making the page at least OK-looking so players are interested enough to consider loosing 400Mbs on their PC hard drives😂
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Comments
I really liked the game, the graphics are neat and the music is perfectly themed!
A couple of small improvements would to not one shot player on lava or similar, maybe adding a dot would be perfect.
Reducing a bit the screen wobblines, or maybe adding a setting that let's you reduce this screen shake.
I think that wasd is bugged on the windows version.
Overall a good game! Good work.
Hey man! Thanks for the feedback, really appreciate it!
- About the music I can't really take the credit for it as I found it online but I'm glad to hear that it matches the theme of the game, I needed confirmation so now I'm fixed.👌
- You are completely right about the lava. It's not a forgiving enough mechanic right now. You touch it, you die, are teleported to the last checkpoint, and all of the enemies respawn. It didn't really think about this before but it is really frustrating to miss a platform.
I'll fix it as soon as possible, for now, the plan is to have an instant respawn to the last place where you stood on ground and 20 to 30 damage (on 100). I'll tweak the values with playtesting later.
- Just to make sure (because my english isn't the greatest), when you say "wobblines", you're talking about the quake-like camera tilt don't you? If you do I think you're right. A game should never, in any case make the player sick, that's just common sense - I have no idea how I missed this. I'll add an option to change the camera tilt intensity as soon as possible.
- Yes, sorry about this bug, I'm actually developping on a french keyboard (which has a different key configuration) and I forgot to rebind the keys for a normal qwerty keyboard before building the game. Hope this didn't spoil your experience too much. It's all fixed now, took me five minutes tops✅
Oh, I almost forgot! I was wondering if you were inclined to share your best time with me. I'm starting to ask myself if this gold medal on the first level isn't a bit too hard to obtain and I need actual data.
Anyway, thanks again for taking the time to try out my game and for all of your insights. I think that the feedback you gave me is really valuable so it's really great of. I probably won't play it before the end of the jam (because I still have 4 games to rate in the ratings exchange) but the art style of Bricked Up is really cool I'll try it out real soon.
Until then, have a nice development journey!