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FelipeSRossi

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A member registered Mar 11, 2018 · View creator page →

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I played until killing the Mindflayer boss, couldn't find more content after that.

I really love the artstyle, the visual presentation in general. Has a distinct personality.  The spell book+ items and combining them is an elegant way to theme the inventory.

Some of the early bosses didn't move around much, so I could just stand on spot and DPS-race them without thinking about dodging or even understanding what the boss does. You could have some boss invincibility whenever the player lands a hit.

Maybe add a more distinctive effect when you're hitting something and not dealing damage? Took me a while to notice I had to do something else to defeat that turtle enemy. It'll probably be more noticeable when you add the hit SFX, I suppose.

So I  found all the armor pieces and got to the two tentacle hammer dudes on that GIF.  Combat is good, once you add more weapons you'll have a bunch of different playstyles. Pipes puzzle in the mountain smithy was also a pretty good , requires some thinking but it's not annoying. The Illustrated guide book was cute.

I did most of the hard encounters by strafing and shooting with the crossbow, though. Even with the reload time, you should probably also limit the ammo. It allows you to basically avoid having to learn the enemy patterns so you shouldn't be able to rely on it.

Overall the systems are already solid, now it's time to build up that content!

Yeah, the enemies only die when you destroy the cursed core that's hidden inside a random body part. The characters look like that because i tried adding some faux-shadows on the textures. Maybe I went too far on the contrast for the main character.

Thank you for playing!

Thank you for your feedback!

Mouse didn't appear immediately on Dialogue Opening, but might be thanks to me tabbing out. 

Haven't tested how mouse works in general. I use a Gamepad as the intended input method for development, and just slapped together a KB+M scheme 10 min before uploading for DD. Will go over the mouse interactions for next time.


Font is quite hard to read, took reading longer to figure out interacting symbol was an E not a weird C.

Yeah, when I saw that dialogue screen I had trouble too. I like the font styling, but I'll search for an alternative as I see more people having trouble with this.


Also no Jumping? and Rolling is bound to the same Key as interacting? Seems odd.

Right now there's no jumping, makes things easier to design. Maybe I'll add it in if I think it's stifling me when making the levels, but it's probably not coming to lock-on combat mode. Rolling and interacting in the same key is because I set them both to 'X' on the gamepad. It's creating some weird interactions when you roll over an item on the ground, or interact with an NPC, so I'll change it.


Dialogue Partner is completely black, I'm assuming Lighting issues. Also has some weird Alpha Parts of the Material where the Background shines through, did you apply the wrong Material Maybe? Or have it setup wrongly? Why do you have a background Image behind them during Dialogue anyway? I think you said something about that in the Thread, but I forgot.

By Dialogue Partner you mean the first NPC in the demo? If so, that's a semi-transparent texture that I'm using as a "default" test NPC. In the final game it'll only be used for the silhouette in the Inventory screen. The background is supposed to have a bit of transparency to it, but what might be happening is the cel-shader outline going through it like it was 100% transparent. That's a problem that I've noticed, but haven't found a good way to fix yet. There's a physical background object with the text because I can't have it as a widget with a sceneCapture of the NPC over it, because that would require either flagging every object that's not an NPC to not be captured on the sceneCapture or I would need to have a dummy of the NPC captured in another place, and that would mean the lightning would be all wrong.


Rolling should lock into movement direction after you're a bit into the Animation I think. Or at least reduce the turn speed during it drastically. Roll also doesn't move me, if I let go of WASD, I just roll in Place. And I can't roll if I'm not moving initially. Why not use Root motion for it?  

Yeah, the rolling right now only changes the animation and movespeed. I'll revamp it to have more of a minimum and maximum range later.


And whats with your Textbox being set to selectable?

That's just me using the wrong type of text on the widget.Should be fixed now.


Enemy Corpses still rotate towards you when they are dead but haven't disappear yet

That was a problem with my Behaviour Tree, fixed.


 Moving during Combat while having to hold Tab down and wanting to press E to dodge is pretty hard to impossible. Toggle Lockon would be better.

More people were having trouble with this. I suppose it's more of an annoyance when using kb+m,  I was fine with it when using Gamepad. Anyways, I've changed it to a toggle now, it's probably better.


When I received the Flash Drive, I couldn't use the Mouse but had to use Enter for the DIalogue to close. 

I'll check that mouse interaction now too.


 And when I 'died' I realized the Cross doesn't do anything. I kind of was expecting the Health HUD to the be Sphere and the Cross, not just the Sphere itself.

Yeah, it's supposed to be an stylized rose, you lose all the petals, you die. I'll probably have more Hud elements going along the cross, so It'll be less confusing. Also animations. UI animations will probably make a big difference in selling the effect.


Map is clearly a Placeholder I assume, and obviously a lot of Stuff is missing. I like the Visuals of the Assets that are there so far however, the UI is nice but a bit static as of yet. I don't like the general Character controls. Movement is alright obviously, but rolling should move on itself not on WASD, Jumping should be there, Lock-On should be toggle, manual reloading should be possible.

Yeah, this was more of a "look at all those barebones systems that I've made!" demo. I'll work on rolling, lock-on is toggle now, and will maybe consider jumping later on. Reloading only when you're out of ammo is also bothering me, manual reloading is high on the to-do list.


Could have potential, but needs a bit of work on fixing up the core Stuff first I think.

Thanks, I'll work on polishing what I have so far for next time!

Thank you for playing it on stream. The game kinda broke down but it was very valuable feedback!

Thanks for your feedback!

  • Needs an options menu. You HAVE to have a frame rate limit option with Unreal.
  • -Yeah, I'll work  on having an options menu with graphic settings and keybinds for next DD


  • Why do I have to press E and then select "yes" to pick up items on the ground? Is there a situation where wouldn't want to pick something up?
  • Yes, as inventory space is limited, you might want to check out what item is on the floor but not necessarily pick it up.


  • Dialogue goes outside the text box.
  • I've resized the text, shouldn't happen anymore.


  • What I assume is the ammo count is halfway off the screen at 16:10.
  • Haven't tested the UI at 16:10, will check that out.


  • Having to hold Tab to lock on feels awful. It should be a toggle.
  • Many people are saying this, so now I'm testing out a toggle version.


  • Why have a lock-on system in the first place? Just let me aim myself.
  • The combat system I have in mind is more about selecting what limb you want to hit precisely at a very quick pace, so by having a lock-on I'm getting the aiming portion of that removed, so I can focus on the limb-targetting.


  • Make the player walk slowly while firing his gun instead of coming to a complete stop.
  • I like the commitment to firing that you get from having the character locked in place. If it becomes a bigger complaint among more people, I might look into changing it.


  • Enemies don't clear focus when dying.
  • Yup, that was a bug. Fixed now.


  • How do you actually kill enemies? Sometimes they die in 3 shots and sometimes you can destroy every body part but one before they die.
  • The enemies only die when you destroy the cursed core. It's always hidden inside a random body part. The idea is that you're never certain of how many bullets it's gonna take to actually kill an enemy, so you might be better off just breaking the legs so it can't chase you, or just stun it (not implemented yet) and run away.


  • Walking around a huge area like this gets tedious fast, and these fetch quests aren't very compelling.
  • I agree. This demo is more about testing the systems I have built so far. The fetch quests are the simplest way to test the dialogue system, and the map is a big wasteland of placeholders that will be filled up with content until the game is done.


  • The enemies almost seem like an afterthought. Why are these things just standing around in the street next to some guy whose only concern is being too lazy to walk 50m to get some food?


  • They're there just to test the combat system. Right now they're not that menacing, I plan to add more attacks. Also, big part of the threat is in the actual game you'll be low on resources, so you can't just waste a ton of bullets murdering every enemy in sight.


  • Tried to examine an item in my inventory and the game softlocked.
  • This should be fixed now too. Apparently it was a problem with the combine button? An maybe the return button binding.


  • My HUD disappeared at one point and I couldn't get it back. I assume it happened after pausing/opening the inventory/talking to someone.
  • This is fixed too. Happened because the lock-on button was mistakenly also set as the menu return button, and that somehow was calling a function that destroyed all widgets.


  • You can turn in the USB stick multiple times to get multiple rewards.
  • That's fixed too. Dialogue bug.

Sorry, I really should've had the controls explanation, including keyboard controls in the game .exe. You probably got to the wall that requires a slide (f key) jump to get through. 

Thanks for the feedback! Yeah, the end of the level event is kind of unfinished because it was supposed to link into the cutscene system, so it's kind of a wonky stage-end trigger. I also think I went a bit overboard with the spikes at the end of the level, and I should have probably added an "not effective" hitspark and sound effect to better signpost the invulnerable areas of the boss. Also, I should have made this clearer in the post, but I posted this demo as a sort of "send-off" for this project. I'm working on another game right now, and I don't think I'll be back to this one anytime soon.

Thank you for playing! 

Hey, thanks! The slide is mapped to "F" on the keyboard.