This turned out pretty well! The game looks really good, and controls well enough.
This is all coming from playing by myself, but standing still and shooting is a bit tedious when you're trying to clear waves coming out of a spawner.
Something else that caught me for a few moment was selecting a character. I use a keyboard, and I didn't realize that the numbers were corresponding with my keyboard to select my character. It might be worthwhile to unify the controls so that pressing up/down/left/right on a keyboard is equivalent to using the D-Pad that was shown on character portraits, and you can simultaneously de-clutter and show more of them.
Additionally, I may have missed it, but I feel like I picked up probably 8-10 small keys, but there was no indicator for holding them like the big one for the boss doors - what exactly were those for?
ah sorry due to time of the contest we were unable to add in the rest of the Item pick up models
also about the mapping, I’m left-handed so I normally use WASD and thought the number key would be best
but I do know that Arrow keys would have been better for Right-handed people or people who are used to that setup thanks for the feedback ^W^
I think both should be implemented as control schemes to support both handedness. I was more speaking about using a directional since that's the first thing I noted on the character portraits.
Awesome Game developed, I really loved it, Lots of feature missing, if you guys keep working on it this game has potential to be great. Check out my review of your game see, what you guys can do. Keep up the good work.
Saw the review thanks for the feedback although a lot of the information is in the main menu for the controls , and game play systems like characters special moves and how each one has multiple based on the meter you use it at, for the projectiles to aim correctly dont input a movement key and only press the attack your character will automatically aim to the nearest target and angle , hmmm this tells me i need to communicate better the controls thanks i'm sorry your experience was not good , your supposed to also destroy the enemy generators but i don't think i describe that in the game anywhere so that's also my bad , i will do some changes so its easy to understand soon once i canthanks for the look and review ^w^
I can definitely see the similarity to Gauntlet. Though the default controller bindings are a bit iffy - if you expect the player to move the camera as it seems you should bind fire to one of the shoulder or trigger buttons, so they don't have to shift their fingers from the right stick to shoot.
And I got overwhelmed fast - lasted even less long than on a Gauntlet arcade machine.
Great style. Should add escape and exit / close buttons / binds. Persistent world meant lots of respawn deaths as first room was full of enemies and most character seem to be unable to hit anything at different elevation.
ah it was probably not mention but when your not inputting a movement direction your character will lock to the nearest enemy location and projectile will change its elevation only then thanks for the feed back
Comments
This turned out pretty well! The game looks really good, and controls well enough.
This is all coming from playing by myself, but standing still and shooting is a bit tedious when you're trying to clear waves coming out of a spawner.
Something else that caught me for a few moment was selecting a character. I use a keyboard, and I didn't realize that the numbers were corresponding with my keyboard to select my character. It might be worthwhile to unify the controls so that pressing up/down/left/right on a keyboard is equivalent to using the D-Pad that was shown on character portraits, and you can simultaneously de-clutter and show more of them.
Additionally, I may have missed it, but I feel like I picked up probably 8-10 small keys, but there was no indicator for holding them like the big one for the boss doors - what exactly were those for?
ah sorry due to time of the contest we were unable to add in the rest of the Item pick up models also about the mapping, I’m left-handed so I normally use WASD and thought the number key would be best but I do know that Arrow keys would have been better for Right-handed people or people who are used to that setup thanks for the feedback ^W^
I think both should be implemented as control schemes to support both handedness. I was more speaking about using a directional since that's the first thing I noted on the character portraits.
Sword master is strong.
:)
Awesome Game developed, I really loved it, Lots of feature missing, if you guys keep working on it this game has potential to be great. Check out my review of your game see, what you guys can do. Keep up the good work.
Saw the review thanks for the feedback although a lot of the information is in the main menu for the controls , and game play systems like characters special moves and how each one has multiple based on the meter you use it at, for the projectiles to aim correctly dont input a movement key and only press the attack your character will automatically aim to the nearest target and angle , hmmm this tells me i need to communicate better the controls thanks i'm sorry your experience was not good , your supposed to also destroy the enemy generators but i don't think i describe that in the game anywhere so that's also my bad , i will do some changes so its easy to understand soon once i canthanks for the look and review ^w^
Thanks for understanding and taking our feedback to make your game better, it means a lot to us.
Very very very fun! With a little bit of polish it could became a selling game!
thanks
I actually haven't played something like this but yet the game was quite interesting! Would love it if you rate my game as well!
I can definitely see the similarity to Gauntlet. Though the default controller bindings are a bit iffy - if you expect the player to move the camera as it seems you should bind fire to one of the shoulder or trigger buttons, so they don't have to shift their fingers from the right stick to shoot.
And I got overwhelmed fast - lasted even less long than on a Gauntlet arcade machine.
thanks for feedback ^w^
Great style. Should add escape and exit / close buttons / binds. Persistent world meant lots of respawn deaths as first room was full of enemies and most character seem to be unable to hit anything at different elevation.
ah it was probably not mention but when your not inputting a movement direction your character will lock to the nearest enemy location and projectile will change its elevation only then thanks for the feed back