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dmarcr1997

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A member registered Feb 19, 2023 · View creator page →

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This was great haha! It reminded me of a 2.5D version of the original legend of zelda. I was able to get to 3 minutes barely on my second try. The art. music, and VFX were all great. With how many enemies stack up it would be awesome if you could add a charged sword throw attack that plows through a group of the enemies at once but leaves you vulnerable until you get your sword back. Or something else that extends the slash/move loop you have going on. Really awesome job, I am excited to try it again on the next iteration.

Congrats on finishing your first game! It was challenging, but once I got the mechanics down it was fun to explore and try to react at the very fast skeletons. I thought the sound effects were great haha; there are not many comical mage games out there. I think that could really set a game like this apart. I did wish the skeletons moved a bit slower so that I could see the fireball hit them. It might be better to slow them down a bit but make you hit them with 2 fireballs or something. I am excited to see how you build onto this and where you take it.

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Thanks! I got some really awesome feedback that helped me direct this in a way I would not have thought of before haha. I can't wait to show/build my next iteration in the upcoming bootcamp.

Thanks for the feedback! I was actually looking at the newer Doom for inspiration but I wanted to try to keep things sword/knifebased combat. I definitely need to work on the VFX responsiveness. From what you are saying do you think it would be better to still see the VFX and it be easier to see through or should I just make it not last as long? Like one quick death explosion ect.

This is really great. The atmosphere and environment really sell the story. I loved the exploration you pushed for and getting caught was a bit nerve racking haha. Really great job on finishing this game. I look forward to seeing how it develops further. 

Anything and everything. Especially firing your weapon, hitting/killing enemies, and taking damage. I just feel the sweet melting animations you made have to have a sweet sound effect to go along with them haha.

Awesome job on this game! It had a very great game feel in the graphics and feedback on the hit/death of enemies and the player. I loved how it got very tense very fast with simple mechanics. I would have loved some sounds along with the juicy graphics. Going from here I would love to see some overarching/longterm goals of the game. I understand survival but why haha; not a bad part of feedback but where to go from here. Really great job on your first game! I enjoyed it alot and would love to see you build more on it.

Hi, congrats on publishing your game. You seem to have a pretty good premise, it would be awesome to see some sort of, oh I can't pay and then instead you can buy items off them from your personal stash. I also had issues with the game only showing up correctly in full screen and got stuck on Day 1. I could see this game being a great double edged game where the extra gold you earn during the day can be used for upgrades or something. It would be great if it was a bit more high risk to try and rob the customers. Maybe they could report you and you would have to try and intimidate them to stay quite. Overall, awesome job!

Congrats on finishing and publishing your game! I loved the theme, combat, and art style. The spread of gold, potions, and buffs felt pretty balanced. I would have loved to see a life drain spell early on like the mana drain so that its not so easy to run through health potions. Outside of that all I agree with the comments below and think it would make sense to move freely left/right with A D instead of tile by tile, and to have a health bar for the enemies. Other than that really great start to this game, I am excited to see how it develops. 

Thanks for the feedback. I tried to teleport to the smoke that comes off the blade instead of the knife but after hearing a lot of feedback in this area. I think I am going to try teleporting directly to the blade's location. 

Thanks for the feedback! The teleport mechanic needs some balancing and more juiciness haha. I am considering adding a main sword weapon and making the knife teleport more limited to several throws or using a cooldown. I am not sure yet, but I am glad you had fun. My VFX needs some balancing on where you hear sounds. I have quite a bit of sound but they seem to be too quite in some instances(i.e. bot death, the interaction clues, and blade jump teleport sounds). 
I loved your feedback and will consider it as I build on this project. Thanks!

To run the game extract the zip folder, go into the Windows folder, and run the CyberDash .exe file

Reach out if you are interested. I would love help but there really is not much to do in terms of this game, besides regular playtesting and balancing the mechanics.

Shoot me an email @ dmarcr1997@gmail.com and I will reach out when I am ready to start my next game.

Hey, thanks for the offer.
However at this time, I really only need feedback on the game since I have a lot of the game's core mechanics finished up. Would love it if you did a recorded playtesting session.

This is amazing. Love the track changes, such a great idea. The only feedback I can give is that the AI cars get stuck quite a bit as the maps change.