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ahoy. i gave OBF another runthrough this DD and i had fun with it. 

my main bits of feedback affect the ability to control the MC. the main issues come mostly from perspective and camera angles. i found it very difficult to orient myself so that my punches/kicks face the enemy. this is especially difficult if the enemy is moving around, and due to the height of some (maybe all?) enemies being lower than yours. i think the main issue is that there's no lock-on or targeting system. perhaps a right click to focus on an enemy or something similar would help.

another thing that makes orienting yourself towards enemies more difficult is the camera control. while i'm sure there's some logic to follow, i couldn't make sense of the way the camera acted. one second, the camera would be quite far away, but it'll be on my shoulder after a 45 degree turn. i was already having trouble lining things up, and now i also have to deal with changing camera values. even on a low difficulty (non punching bag), i had trouble keeping the orb alive due to this. 

another issue is that the orb is high up above ground. i think you should copy how other games tackle this, where the orb is groundlevel or on a small pedestal, and perhaps enemies have a windup time to their orb damaging attacks, to give the player a last chance to rescue it

i'm eager to see how you tackle these issues, especially since this is a kind of game i can't predict anything about. anything could happen by next DD, which i think is exciting. since you already have such an unusual setting, feel free to experiment with unusual mechanics as well.

keep up the good work and hope to see more next DD.

(+1)

Thanks for giving it a try!

Lock-on is definitely in the cards - right now the character should snap to the direction of a nearby enemy in front of her or in the direction the player's telling her to move when she gets an attack input, but it's not quite enough.

The camera issue you got is a bit of a surprise to me. Its maximum distance to the player decreases when you get close to an enemy, but unless there's terrain in the way it should never come particularly close. Could it be there was some terrain feature you didn't notice getting between the camera and the character? Making that transition more gradual is also on the to-do-list.
Regarding the orb, yeah, I haven't really adjusted it properly for the new enemies - when I taught them how to jump after an airborne player, I also made them nigh-impossible to intercept when they go for the orb. I have vague plans of how to fix it (Ico-style kidnapping or having to knock the orb down before they can do real damage to it, much like the player's damage states, as well as having segments where the orb is just safely flying out of reach of the enemies so you only have to worry about yourself), but right now it's definitely got problems.

I hope to see you at DD50 as well :)