Hello, can you write in more detail about the impact on the right mouse button? What improvement would you like?
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Hey! Sorry about the vagueness before, I acutely remember having tried 10 other games that day so I was a bit burnt out by the time I got to yours.
When I think of a full clip unloading out of a revolver I think of Overwatch's Cassidy. I know that's a completely unfair comparison, but what I like about it is that there's a trade off in that game, and I think you could absolutely incorporate that idea into your game in its own way.
The right click feels too slow and I could barely control the recoil. This disincentivized me from considering the right click because there weren't many situations that it would be beneficial for me to use. I believe that if you sped it up and decreased the spread of it then it would be more fun and I'd want to use it more. I think the spin animation of the gun would be much more badass as a result. You could also further incentivize right click by having it fill some sort of gauge (more than the normal left click at least) that when filled allows you do some special move.
Maybe you're not a human but something else entirely, and during your time in the prison you adapted to the environment and were able to unlock specific abilities. Or if you are a human, maybe the air in the prison changes how your blood circulates, resulting in whatever move that could result in.
The trade off might be that in order to do any damage that counts you have to take a risk and get close to the bosses, which are frequently shooting things at you from their bodies. Now you're close in the danger zone, and you still need to reload your gun, so you now need to rush out of there while avoiding bullets. There also is not guarantee you get the full effect either, because you still have to aim and control some recoil.
Take this all with a grain of salt because there are about a thousand ways to go about this, but with the right click specifically there needs to be more specific checks and balances when it comes to offering the player possibilities so they feel like they're making an educated decision on what to do and what not to do. Let me know if you'd like more clarification/thoughts on other things! I'd be happy to work with you more.
Wow, you wrote so much!
I looked at how Cessady's revolver works. There was an idea to make quick shots without loading. But here the dilemma arises that the player will use it all the time both when dealing damage and when trying to heal. Therefore, it seemed to me that quick shots should be somehow limited, as I did with the charging mechanics.
In terms of speed, I think it is necessary to increase both the speed of regular shots and the speed of charging with quick shooting. I thought to give the player more time to concentrate on dodging when charging the revolver, but perhaps this is not necessary.
In terms of recoil, it seemed sufficient. I tested the game on several people and at first they said that the recoil was strong, but then when they got used to it, they said that it was normal. Perhaps because you need to adapt to it, a new player will not want to bother with this and just skip this mechanic.
Regarding the scale, there was an idea to make a scale like in Armored Core 6. There it is a stun scale, which when filled stuns the enemy and the player deals multiplied damage. Well, and just fast shooting would fill this scale faster.
Thank you for your feedback!