Would love to check out some progress pics from anyone willing to share or hear how it's been going. Here's where we're at. Feeling pretty good about having the basic gameplay in place but there's a lot of work remaining
HalftoneGaming
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Hey dude, thanks for the feedback!
To address a couple pieces of feedback:
- You're correct that the arena is just a big box. We'll be adding a couple new arenas in the 1.0 update with some interesting variations
- V Sync is an option in the full game, the demos just pretty outdated
- There is a little shockwave effect on the player when dash is filled. I don't 100% remember if it's in the demo version. In any case it may be too subtle still
- I think bike explosions do hurt enemies but they have a pretty small radius. Will have to check. Might be different in the demo
And for the rest: thanks, I've taken notes. Cheers!
Really cool concept and really well executed! I think I was having some issues with it going in and out of sync (even though I'm on chrome) but it was still fun. I also think that a visual indicator of when you should press the button would be nice, since (especially with the possible sync issue) it wasn't always clear how exactly the presses matched to the beat
Really nice aesthetic! It'd be nice if the yellow guys could kill the other ghosts. This seemed intuitive and I spent a while trying to get that to happen and eventually realized it doesn't work. I also think the hitboxes could work- losing because the tip of your head went out of bounds doesn't feel great. Anyway I think you did a really nice job with this- it's simple but polished and pleasant
The assets, shaders, and level design all work really well together and make a cohesive and fun little village. The dash seems to be on a cooldown with no indication of when it's ready, which is not great. I'd also play around with the camera. Take a look at other third person games- having the camera directly behind the character like this seems obvious, but it's actually pretty rare. The character takes up a lot of the screen this way and it often feels like you're in your own way. I think you've got a talent for set design and could make some really cool world's given more time to flesh it out. Cheers!
The art style and music are cool, and I think there's a cool concept. There's definitely some stuff to improve in terms of execution. As others mentioned, the waiting between waves seems unnecessary and is kind of boring. It takes a long time to get your second tower, and even then the towers seem fairly useless compared to clicking. Also, it seems like the main sound effects are clipping. I think if you put some more work into this it could be something pretty cool. Cheers
The downloadable version was MUCH better for me
I really liked how you two basically did two different games but integrated them really nicely. There's a lot of charm here and the effects have a really nice juice to them without being over the top. The one thing I'd change is the direction the car reverses. When you're turning while reversing you have the car turning in the opposite direction compared to how reversing a car works in real life, which is really unintuitive
Cool idea. To be honest, it was too hard for me lol. I think that the player being an arrow and having a turn radius was tough for me when there are so many bullets so close together. A more instant/crisp movement with a sprite that more accurately represents the hitbox would have felt better (to me)
My first try I launched off into space and had no idea what I was supposed to be doing. I floated around for a while and, to be honest, almost just gave up and moved on to another game. I'm glad I didn't though, because once I tried again and figured out the 'compass' it's actually a very cool little narrative game. I don't really understand the ending though. The whole screen turned white and it seemed like I could still move around (based on the sound effects) but I couldn't see anything. Is that what's supposed to happen?
Also, would I be correct guessing that The Little Prince and The Outer Wilds were both inspirations?
Really juicy and pretty fun. The camera didn't really do it for me to be honest- I would have preferred if it was zoomed out (fullscreen would be nice) and followed the character rather than requiring me to move it around with WASD. Overall though pretty cool. Also, you should check out this submission if you haven't. They did something kind of similar:
https://itch.io/jam/gdb-juice-jam-ii/rate/1906609
Nice job! I did a survival shooter as well! I really like the level having some obstacles to use and be mindful of, and I like that each perk comes with a negative. I didn't really like how the dash works, personally. I like something a bit longer and smoother. Also, I think adding a custom crosshair is something that's very low effort and goes a long way to improving the polish of the game. Cheers!
I like the models and the way the scene is set up reminds me of katamari damacy (one of my favorite games). Also ran really laggy, collision didn't work, and I had no idea what I was supposed to do. I ran around for a while just checking out the set pieces which was kind of neat. Also, is that the HL2 barrel lol?
To be honest I'm not much of a turn-based rpg guy, but the art style, animations, and being able to choose enemies/upgrades kept me going until the end. Nicely done. Sound definitely would've added a lot here, but that's how it goes sometimes
Also, one of the best implementations of the 'paying the price' theme I've seen so far