Something must be happening with the lighting when I export the game, it's not like this at all in editor, I'll have to figure it out. Thank you.
Evilous
Creator of
Recent community posts
The graphics are really amazing with that sketched art. I wish that was used in game. The polarization is ok looking, but I like the sketches a lot more due to how detailed and 90s looking they are. They are much better than the sprites. Also the aiming feels like it's aiming in the opposite direction with how the mouse movements impacts the aim. I hope you do more with this in the future.
The graphics are really amazing with that sketched art. I wish that was used in game. The polarization is ok looking, but I like the sketches a lot more due to how detailed and 90s looking they are. They are much better than the sprites. Also the aiming feels like it's aiming in the opposite direction with how the mouse movements impacts the aim. I hope you do more with this in the future.
Extremely impressive. Only thing to say is to make sure some quality of life stuff is added for what you feel is required for playing and what other people say should be good, since that makes or breaks a lot of these kinds of games. And to slowly edit the graphics over time to be more detailed. But I had fun and will look forward to more info about it.
Fun game. Only thing I can say is that enemies shouldn't be able to spawn randomly, have select locations where they spawn or make them spawn out of the player's view. Kinda wish I didn't start off with the shotgun and the arena was bigger. Canon blast guys were a lot better, since there were more interactable than the samurai. I'd recommend something more like that based off bullet hell games that forces the player to think and move quickly than generic enemy running to you for your enemy designs mechanically. Good so far.
Too many cutscenes, barely any time in-between them really takes me out, would rather play an actual movie game instead of a platformer pulling the same stuff. It is pretty obvious when something you made is being heard/shown and something you downloaded online, so it is jarring at times. It's ok. The deer is so fast that not using it felt dumb. You made something that looks good, but doesn't really have much more than that for me.
It's a cute game. It's breakout but with enemies being spammed. I think a good amount of skill is removed when they can bounce off the ground area instead of needing the paddle to save it every time it gets near the end. If you want more skill, it requires a lot more choices involved with the gameplay, even if slight. There is no control over the direction due to how it moves like breakout as much. There are a lot of arcade games like this that can grab the ball like in breakout but with the ability to aim and charge shots with a short timer to do so. It needs that extra level due to what was taken away from the gameplay from normal breakout.
Thank you for playing.
>one of the templates
I took the arrow fight template and edited/added onto that. The bots the arrow template has by default isn't that smart, it's very random and cannot shoot any arrows. When playing actual multiplayer there is a lot more destroying of blocks where placement of new ones matters more. But thank you for the input. It is very informative.
Thank you for playing. Maybe I should have explained it a little better, and done more with the dash. There is a small bug depending on the angle the spear is hit at, that it might not register as a hit, mainly due to latency and the spear's hit boxes. And yeah full screen would have been a good idea.
Thank you so much, having visual stuff is very good for seeing much more on what needs to be changed or not. It is very informative and interesting to watch.
Sound does exist, but the bug is that the variable to set the sound effect and music level is reset by the host. So if the host has it disabled then it becomes disabled for everybody, same thing with language at times.
You can run a game in another tab, and use it to simulate multiplayer if nobody is in the lobby. It's not ideal, but it is something. Maybe next time a multiplayer game jam is done, playtesting should be concentrated on the weekends only instead of Wednesday and Saturday, since that is when most people are going to be able to do stuff.
>The enemies also don't stop when the game is paused, which I assume is a bug.
It's not. Mostly for when items are introduced in the next area, trying to manage them becomes more hectic. I did hear a lot about making the first area better and more clear, since many people might not play the tutorial. I finished most of the game at this point and it's mostly figuring out the intro parts shown in the tutorial with making it better. I probably will remove the door in front of the portal, since right now people can hear it but pass by it easily. Thank you for playing.