full disclosure, i was only able to ever get her down to half health but i have beaten a bulk of the souls games and bayonetta/mgrmovement and jumping should definitely be snappier, as should the camera
the camera could also use a bit of distance and maybe some "smart" framing to keep your opponent in frame in a readable way
more tells of combat state would be nice (meatier sounds, visual effects for staggers/hyperarmor/poise/etc.)
but, i like the idea overall and its a strong demo to show off the idea
chanoc
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im bad at puzzle games
the slow speed of everything and annoying NUH-UH sound only rubs the salt in the wound
anyways it reminds me of that one block flash game, Bloxorz, except way more frustrating
i feel like starting out with blocks you can pick up any orientation would help ease IDIOTS like me in, then you could introduce face/head grab only blocks later?
the menus are a bit confusing to navigate, might just need to adjust the visuals
the ball felt very sluggish to control, and the sloooow camera snapping to angles was very annoying
trying to knock the 1st enemy off was very frustrating due to his sheer push back force, and gathering speed/finessing the aim was very hard due to how sluggish the ball was
i like the presentation, but its not nearly as tight as a roll-a-ball should be in my opinion
its definitely coming along, and the foundation for distinct visuals are there
just needs a lot polish and a way less broken test level (i fell through the floor and missed a respawn trigger, there needs to be some kind of large plane at the bottom that will respawn you)
also, i went into the options and could not go back, so i had to restart
im not too found of the color banding stylization, it makes things look garish and harder to discern
development/direction seems kind of aimless, and a lot of things are begging for polish
theres a lot of stuff that feels "thrown in" -- i think just focusing on 2 or 3 test levels to really nail down the core of the game would help a lot
i liked it, very skillful precision platformer and the visuals are nice, although the tutorial messages were a little vague -- but nothing that couldnt be learned by a little trial and error
i would have preferred it if the mouse controls werent inverted, however. it feels much more natural to me to move the mouse in the direction i want to go
i think you should try pausing the timer until the player moves, after a restart -- it doesnt really matter in the grand scheme of things but it is annoying to have the timer constantly running even if youre just trying to get your bearings
thanks for playing i just saw the stream
i do want to have more of a unique level (e.g. bespoke assets and better communicated obstacle mechanics) in the future to help differentiate it from asset store soups like only up
the sounds were actually made with rfxgen, ive only just now heard about SFXR
i also will add options and a pause, esc to quit immediately is very jarring
From the game's description page:
Theres guys in this world... funny ones... little ones...
You are John Guyfinder. You've been deployed to this world via extradimensional slipgate to find all the guys, and maybe, with a little luck... save the world.
Are you a bad enough dude to find all the guys?
Thank you for your continued interest in the Find Guys initiative.