things I liked
- graphics
things I would do different
- didn’t see how the light mechanic fit, and dealing with it was annoying with how much was going on at the same time.
things I like
things I would change
thanks for the feedback.
on the crosshair vs weapon, I played with the camera/weapon placement to get them as close as possible, but you are correct the weapon is very slightly down/right from the crosshair. I tried a few things to make it visually come from the weapon, but move to the crosshair “path” but everything I tried looked really bad. Something for me to do some research on.
the red fire walls vs the red fire barriers… that is a good observation and something to look into making more similar if I do something like this again (and why it is really good to get play testers that aren’t part of the dev team… I had my kids play it, but they did see me working on it and running my own play test runs… so they might have picked it up from my plays)
on the weapon cycling, I didn’t want to rely on a scroll wheel (we had originally planned on controller support also, but that got dropped - which wouldn’t have had a scroll wheel) - I think scroll wheels are basically ubiquitous now, so that probably shouldn’t have been a concern. but I do agree putting it on the scroll wheel would have been nice. you probably wouldn’t be surprised how many rockets I shot when trying to switch from the ice spray to the blaster after I picked up the rocket in play testing for that very reason.
thanks for the feedback.
yah, the controls display/etc stuff wasn’t quite as good as we wanted it. unfortunately we were hoping to get in rebinding and needed to have stuff react to that, but didn’t get that far, so some text in the menu was what we got in… adding it to the pause menu in this case would have been a good idea, thanks for the idea. I will try to remember it for the next game I make - to have the controls documented there, so they can be referenced as needed.
thanks for the feedback.
music - neither of us had time to dig though stuff we had access to, to find something that fit well, nor are musicians, so I left it with no music vs something that didn’t fit well. Myself, I think I would have leaned towards some sort of environmental sound set over music, but I can see how the lack of music feels ‘lacking’
respawning - yah, I had some improvements in mind, but that would have taken a fair amount of updating. It would have made it so they didn’t spawn/depawn quite the same as they are now, which I think would have helped with most of what you experienced. (basically zoning the whole map, and adjacent zones wouldn’t despawn them and you would need to go beyond an adjacent zone before a room would respawn)
Both of us do programming, but my teammate only had time to doe menus and UI and yes he is a wizard at it.
they shouldn’t have been glitching through any walls or anything, bu there was one or two spots were they would spawn in a room you were not in, because the spawn triggers were slightly larger then their rooms, so they would trigger before you walked through the doorway.
As I got playing testing, I wanted to go back and make a bunch of spawn zones, then have them track adjacent zones and only respawn if you went beyond the adjacent zone… so you had to go two rooms away before a room would respawn. I think that would have killed most of the ‘wrong turn - have to refight’ issue while still having respawning happening as you moved around.
Our goal was to move the charge meter fully to the weapons - and instead of a bar, some sort of animation showing how much was left, but that fell on the cutting room floor fairly early when we both had life happen and significantly reduce the amount of time we had.
Thank you for the feedback, the points that felt of are definitely places were this could be improved.
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I suspect this is going to be one of the most well done games I have played, you did really good on getting all of the polish/juice/etc done right, the game felt amazing, even as it kept killing me over and over. The only real downer for me is that the skill floor needed to get through the game ramped up to fast for me.
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thank you.
We had hopped to have at least one more enemy type and to have them in mixed groups/etc. to make it varied, but life happened to both of us, so we made do with what we had.
we had planned an actual boss fight, but that didn’t happen, so I used the wave code to put something there instead of nothing.
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I couldn’t figure out what the game-play is/what, just seems like a bunch of rooms that you may or may not be able to go down the stairs
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Thank you