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Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

This was one wild ride of a game. The use of physics for your shots was super interesting and led to a lot of funny moments while playing it. However, I ultimately found myself relying on stomping them far more than I did shoot due to the way shooting works. I would offer a suggestion change, but I don't think the idea would work for multiplayer.

My only other issue was when I went into survival mode, by wave 6 the enemies felt so incredibly accurate with their shots that I can't imagine how much harder they'd be at level 100. Do they know how to shoot immediately to make the bullet hit you if you don't start moving? I would be worried if that were the case.

Other than this, I do like the idea. I just don't like the aiming method.

Hi, thanks for playing! I know the first waves are too slow so it’s easier to just stomp on them, but for later waves that strategy gets too risky. It’s not easy to balance the difficulty curve, though. We’re thinking about it.

You’re not the only one to dislike the aiming method. I guess the standard way would be to aim with the mouse, but I’m not sure how to implement that with joysticks in a way that feels fair. I’m interested to know your suggestion, even if it might not work for multiplayer (maybe we can find a way to make it work).

See, to aim like a mouse was my first thought. However, I also then thought about controller and realized this wouldn't really work. Truth be told, I don't think there could be a "good" aiming system for controller because, simply put, nothing is better at aiming than a mouse. The only time I find controller can match is when it has motion controls.

That said, I think the game might be better served by taking a step and asking if aimed weapons is even the way to go. What about if every attack was just in a fix position relative to the character. So for a bow and arrow, maybe on a 45 degree angle relative to the character? That way, it behave predictably and players can more easily know what to expect from it.