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.
Play game
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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