Whoa. Thanks a lot for the feedback.
My reply to your points is mostly "noted, thanks, that's a good point" so I'll only respond to the ones where I have questions etc.
- Your Animations and Models are horrid
Damn, I actually thought I'd managed to make a pretty decent model aside from the hair. Any specific issues there?
- Could also walk up onto them due to being so small. ... If after walking up you jump to fully land on Top, you glitch out.
Glitch out how? Enemies are supposed to get stunned and pushed aside if you land on them.
- Tried to fall off, realized your World looped, nice I guess?
It took four months but thank god someone finally noticed :D
- Running is an exception tho, maybe its me, or my Controller, but pressing left Joystick feels too hard, and pressing right facebutton blocks me from rotating the Camera. Wouldn't know how to do it better tho, maybe press down Camera joystick, even tho that'd be as hard as the other one, and wouldn't make much Sense?
I think I'm gonna try making it a toggle, so you click the stick or button while moving to start sprinting and click again or let go of the stick briefly to stop.
- Lockon also doesn't lock on to closest enemy, but to whoever the Character, not the Camera, is facing most closely, and doesn't allow me to cycle between targets, so it can become really tough to control and get the right target.
Yeah, it's kind of a mess right now. I was pretty stumped on how to let the player easily change lock-on without removing the ability to rotate the camera to look around during lock-on, so I just copied the attack autotargeting algorithm. but I think I've got some ideas now.
- Orb also likes to just not do what its told, set it to follow the Player, didn't do so, defensively didn't work aswell.
Damn, I really thought I'd gotten all the kinks worked out with that. What did it do when you put it in follow or defensive? Just to be sure, were you in "randomized" enemy mode? That makes the orb change mode every wave, but I probably made that information easy to miss.
- I could see this being potentially Fun as a 'protect your follower' kind of DMC-like Beatemup or whatever its called, while you travel through some weird Dark Abyss full of creepy deformed Clones trying to find a Way out
I'm glad you think so, because that's basically the idea. Hopefully I can realize it.
- You can also jump ontop of your Orb and get stuck there, nice. Why does it have Playercollision?
Cuz it's using a playerController component to move around and those come with a collider as standard. I figure there's no harm in letting the player jump up on it if they really want to.
- Resulted in me finding an Enemy just at the Edge of Vissionrange on the Stairs unable to move tho, so probably stuck in them somewhere?
Huh. You mean the stairs next to the building with walls and the square with pillars on it? Did you by chance notice whether the enemy's eyes were blinking? I haven't seen them get stuck recently except for when they were routing at the end of a wave.
Again, thanks for playing and thanks so much for the feedback. I really appreciate you taking the time to write all this.