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BiasMushroom721

5
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1
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A member registered Jan 21, 2023

Recent community posts

OH! I couldn't beat my high score! The AI is definitely improved and I didn't see any new bugs or anything. Their moving around added a bit of challenge

With the increased enemy movement I noticed myself losing sight of my white mouse on the gravel during game play causing my aim to be thrown off as I will try to aim and start shooting in unintended directions, I know some games like Don't Starve do not change the mouse but there are some games that do. It being a reticle or something during gameplay would be cool but that's also something I can change on my end.

I also noticed the enemies got very, tanky nearing wave 12. I landed what felt like 10 shots on one and couldn't kill 'em before I lost them in the swarm that was coming after me.  The bots left UI addition is a nice touch! Wish I could have recorded a video of the last thirty second but 127 Bots bum rushing you is fairly intense!


Only bug I found, I reported already, which was the shooting oneself while moving diagonally up. Makes moving north dangerous.

Alright I've gotten my hands on the new wave mode and It starts off a little slow which I think is good for a wave mode and ramps up fairly quickly. However I think this might be more from me not having fully cleared out the enemies before the next wave shows up. While that does sound like it might encourage players to clear waves efficiently. I  had a lot of trouble finding them all before the next wave spawned. The map is large and the player isn't fast enough to cover everything and clear enemies at the same time. 


Personally I think if the next wave spawned after the previous one was defeated would be a better delivery system and might stop the FPS Drop bug I reported earlier from happening so quickly into gameplay,


 The Health regen also feels a bit on the strong side, but at later levels feels weak. I don't think this needs changed. and the only thing I could think of is to have Health kits either as enemy drops, in fixed or random spawns around the map or a combination of both. could also just have 4 fixed non respawning health kits as well that the player would have to ration as the game gets harder.


I've also noticed the enemies seem to stick in one place and seem to only move if the player gets close enough, while other times they will swarm at the player. I don't know if this is a bug or by design so I choose not to report it as such. I've also been able to stand still at a distance and just shoot the enemies without retaliation. Maybe if they detect they've been hit they will try to move in a direction to avoid being hit again? Might help them to get into range to retaliate, as Id imagine hitting targets at distance would actually be difficult for races without binocular vision so they'd need to get closer.


I noticed there are Hit confirmation sounds! this actually lets the player hit enemies off screen and know you aren't just shooting blind! And the walking sounds are good now too! If and when you get to adding in game music, I know Kevin Macleod has copyright and I believe free music that can be used so long as you credit him, but that is by no means a priority and wouldn't focus on till the game is actually where you want it.


The Menu is a lot nicer now, but my set up does make the menu options kind of hard to read. But I don't think that is something that needs to be a priority any time soon.


And as always Great work Codesmith!

Oh! This is actually quite fun now! I posted it as a bug but I would like my fellow players to know that spamming the respawn enemies button will stack the AI on top of each other allowing for at least one of them to act as a "boss" with a machine gun and health pool! (which would be cool if there is a enemy wave mechanic with a boss at the end of each set of waves) this does brake the AI though, but when it works its kind of fun to have 10-20 of them running after you!

And as Arieth mentioned the walking sound is a little loud and grating, especially when multiple entities are moving at once.

I did accidentally press pause and reload the map multiple times as it is close to the player icon and field of play. I think it could benefit from being moved to a corner or getting a dedicated key (the latter actually sounds nicer) 

I did also notice that enemies are not afraid of getting into direct contact with the player. If the player was a non-human this could be cool if they could do melee damage but as the player is human I think it would be cool if the ran away from the player if they got to close.

I like the new health indicator and bullet colors! a definite improvement! and honestly I could see myself playing this for a bit of silly fun on occasion! really cool to see the early stages of a game! 

but seriously a wave assault mode with weapon and enemy upgrades would be Hella cool. little pic for inspiration, ignore my corpse.

So for general bugs I've noticed on a few "buildings" primarily the three at the far left of the upper area, you can walk into the side and get the player stuck, but still back up to free oneself. and the section located below spawn near the right entrance of the "hallway" that you stated does not go transparent when the player walks behind it also stops the player from being able to move left or right on occasion. another spot that causes players to get kind of stuck is down the right hallway, the lower walls in the lower "hallway" can cause the player to get stuck. feel like I should mention this is done by holding down the movement key into the surface and then pressing another key to strafe across the wall while moving into it.

I'm not sure if this is a bug but the AI can be used to shoot other AIs and kill them. so strafing and running around them to get them to kill themselves apears to be the best way to kill them.

 Other than that game appears to be stable. Did notice windows firewall does not want to allow game to launch but gave permission anyway and this caused no further problems.  looking forward to seeing what you do with this!