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(+1)
  • The effects work of the weapon, the environment, and killing things is perfect. Very nice work. 
  • Needs more visual clarity. Saturation and luminance can help a lot here, if you want to keep things beige. The player, environment, and enemies all sit way too close to each other. For a game, readability is more important than almost anything. Not being able to easily pick out yourself, the enemies, and the obstacles feels like fighting against the game, not against the enemies.
  • UI needs a hierarchy. Everything is the same size, same color, etc... Make the most important parts much more obvious. When you lose health, they can flash red. When you spend ammo, the ammo counter can shake or something.
  • I'd personally soften the aim tween. It feels too chaotic as you're trying to move around. You could either limit cursor speed, or keep cursor speed, and just make the camera a little more floaty. Not sure which would be better.
  • Gameplay wise, I think it has a good feel but might need some more elements. The core moment-to-moment play might need a dash, or a shield, or sprint, or something like that. When you start adding higher level goals and such, it will help, but I think you'll still find that something is missing. 
  • Start the game fullscreen. I think it's a big mistake when games start windowed. It's saying, eh, this isn't very important. Go check your email, go scroll social media. Fullscreen says, you've given me your attention, I will make good use of that. 
  • Hard to talk about difficulty, because the clarity of the gameplay and menus are obscuring the issue. Once those are clear, then I think real balance work can take place. 

Overall, great work dude. There's a ton of potential here. With a bit more clarity I think you have a really solid base, and there are quite a few directions you can take this in. Keep it up.

Thanks a lot for checking out and the feedback man!

Visual clarity is absolutely the highest priority thing I'm going to work on. I intend to overhaul the UI too, I think the health and such needs to be way clearer so you can just tell how well you're doing via peripheral vision. Will see if I can add multiple camera settings under the options menu too.

I did add a boost/dash function with shift, but I've been thinking if it's worth it to have a dash function by double tapping the direction keys. Might be cool if you could also ram enemies and damage them perhaps, could be an upgrade.

I'll make sure to start the game in fullscreen once I figure out the other resolutions scaling correctly. Game is 960x540 so it doesn't always scale correctly to 16:9 resolutions other than 1920x1080, but I don't want to drop the size to the more used 640x480 as I think that's too small for the type of art I want to draw for each screen and the general gameplay style.

Thanks again for the feedback! Will keep all of it in mind.

(+1)

For fitting screens while maintaining an integer scaling value, what I did was set an upper and lower breakpoint for width and height, for each scaling value. Meaning, if the game window is under say 1080x640, you go 1x. Once both width and height are above that, pop into 2x. Same for 3x, all the way to 8x. It takes some testing, but once you get the values right, the game will look good and crisp on nearly every screen. The vast majority will have the entire screen filled, a minority will have some letterboxing. Look here for what resolutions are worth testing up front (you can expand the display resolution line item):

https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-t...

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Sounds like a plan, will see if I can do that. Thanks for the link as well, it's very helpful!