Nice frogger -like. I would prefer moving on the same grid thats on the ground thougheverbeit. Would make it easier to see on which tile I am on.
Cooo_oooper
Creator of
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Thank you for playing :)
I agree that the controls are very unwieldy at the moment and that ordering the minions around can be improved by a lot. I'll improve it until next DD. For meta-gameplay the plan is exploration elements on the world map, crew management / ship upgrades, settlements for selling your loot and possible bossfights like Jörmungandr.
I like it. Its somewhat difficult and I almost got killed sometimes. The boat controls are not very intuitive and shift as an accelerator button activates the windows Sticky Key prompt sometimes. I got stuck between the terrain and boat at one point and quit after that.
The graphics remind me of the original Stranded game and I would lean more into that style and how the NPCs looked in that.
Overall a very nice game.
Played through the entire story, was awesome. The new bossfights are cool but could be more challenging because with the laser you one shot the sewer boss. "Sahelanthropus" was a nice addition, didn't expect to fight that, but it should have a nuke as a special attack.
I feel like the weapons need better balance in general. The Gatling gun does almost no damage while the laser melts 3 enemies in one shot.
I absolutely hate the quick turn function, I'm strafing all the time and sometimes if you hit shift + S in the wrong order you do a turn and walk into an enemy instead of strafing away. The additional control in the boost mode is a great addition but could use some more work, controlling the vertical rate only with your mouse is not that intuitive.
All in all great progress with the boss fights, very solid.
Nice prototype! The timing of the first attempts to use the picks are a bit off and I failed maybe 7 times before I finally figured it out. You can get into a nice grove when climbing which feels good, however the swinging doesn't feel very physical. Choosing a direction to climb towards also seems difficult. Would like to see more!
Played all levels. Only played the arena and the bridge level in previous demos.
The large level feels really nice but some of the enemies are in weird places and can't seem to properly shoot at you. Also agree with the other commenters. I want to shoot at more things if you're going for a Hawken-like. I also wish the levels were a bit longer. I want to play more.
The boosters are also a cool concept especially for the large levels but using them was very janky. I was only able to strafe a little bit while boosting and I would like for a little bit of control and especially some camera controls during boosts. Godont physics also made me glitch through a floor on the large level. Speaking of movement I think the movement in Hawken was also more fluid. I feel like switches between walking and shift-sprinting is slow sometimes.
The weapon variety is cool and certain weapons make sense for each enemy type and level, although the enemies all feel very much the same. Haven't figured out what the F-viewmode does. The destructive art pieces were a nice touch.
Looking forward to progress on the next DD :)
Felt a bit lost while playing because I didn't know what the health is and how the damage impacts gameplay. Also I couldn't tell a difference between the three available options through the mouse wheel. Also projectiles fired by enemies disappear mid-air when you kill the enemy. Movement felt very good though, very mech-like and heavy. Sound was also decent but damage to yourself could use a bit more impact I feel like or some more indicators.
Really solid. The VFX look great, driving is very arcadey but feels good/controllable. The only thing I didn't like were the Stinger Missiles as it is not entirely clear how to dodge them and you can only hear them approach when they come from behind. Also +1 on some indicator for RMB to aim at the start. You figure it out quickly but could cause unnecessary headaches for non-gamers potentially