Thanks for the input, we are looking into changing the grappling noise.
jvanlyssel
Creator of
Recent community posts
How's the balance of energy, currency, and harvesting?
It's fine I think.
Are there any in-world UI bugs?
I couldn't tell that there were any more than you mentioned.
How do you find the world procedural world.
It was fine, I think. Kinda looks like space.
Are there any bugs in travelling?
I didn't encounter any other than what you mentioned.
Anything Else?
I think the game would benefit from either being 3rd person or being able to see your hands.
I also think the goal of the game is unclear. The game could really use a tutorial or something that explains whats going on.
I appreciate the aesthetics of the terminology the game uses (phytomass, beta activity) but I find it makes it harder to know what is going on.
I think it would really benefit the game if you created some kind of game play loop, I feel like there is little incentive to do anything.
I do really like the aesthetic.
I think with some more work, you can really polish the "game" aspect.
How do you feel about the game's difficulty?
The game was moderately difficult. I think the speed of enemy projectiles was pretty quick.
If it is too hard/ too easy, what do you think should be done to make it more balanced?
If you are going for a moderately difficult game, it feels fine.
Does the parry work fine?
The parry seemed to work fine. I didn't really see the point in using it. I found it more effective to run in circles around an enemy closing in and then hit them.
How are the visuals?
The visuals are awesome. I really like the character and enemy designs and animations. I am excited to see what the vip ends up looking like.
Any bugs?
The only bug I noticed was that sometimes on the desert level, I can't jump. Also, restarting the game from the main menu causes a lot of bugs.
Do the UI elements look fine?
The UI elements look fine.
Would you like to see anything else added to the shop?
I think hats for the vip was a fun idea. You can pretty easily add more damage and health upgrades and just scale enemy health and damage as the game goes on.
What do you like/dislike about escort missions in other games?
They are not fun usually.
How do the controls feel?
Controls feel great, everything is very smooth.
What would you like to see implemented in the game?
A vip skin and maybe some more enemy variety.
What do you like/dislike about escort missions in other games?
I don't like escort missions in general. I think this stems from bad ai in most games that results in the thing your escorting killing itself often.
How do the controls feel?
Controls feel great. Walking and jumping are smooth.
Does the environment fit the game theme?
I guess it does. I don't think the environment is super important for a game like this!
What would you like to see implemented in the game?
Maybe a fleshed-out shop?
Things I like:
I like how the game looks. The environment is nice. I really like the capsules with faces, I hope they make it into the final game in some way.
I like the simplicity. I knew what I was doing right away with no tutorial. It felt very clear.
I like the gameplay loop. The combat feels good, and I think it will get even better the more you guys work on it.
Areas for improvement:
I think the vip could be a little faster, he can drag behind often.
I think the path finding of the vip is a little wonky, he gets lost in the forest sometimes.
I think the ai of the enemies is a little wonky, sometimes they will just sit there and stare into the forest while you beat them to death.
I can just walk to the exit and win without the vip and without fighting anyone. That doesn't seem right.
Enemy projectiles are a bit small and hard to see, at least for me.
I would love to be able to buy cosmetics and items from the shop!
Overall, I think you guys have a good base and with some small changes, you could have a strong game!
What I liked:
I like the art style. The asset pack you guys chose looks great and I like how the plants and flies look even if they mismatch a bit.
I like the layout and design of the level. I am a fan of the design and the layout, and I like how compact things are. I think that contributes to a chill feeling.
I like the animations and the controls. I think the animation and control of the character feels very smooth and natural. The shooting feels good too.
Some things I think need improvement:
You need menus, start screen and credits. I know this is obvious, just saying,
You need more sound design. This is also obvious. I think having some chill music and some more sounds would really improve the game and the vibe you're going for.
In my opinion, you should flesh out the "game" more. By this I mean that the goal is unclear to me. I get that I have to defend the flowers, but I don't know for how long. I don't really have an idea of how well I'm doing. I also don't really understand the different types of plants or weapons. How can I win? I think fleshing this out more and making it clear to the player will significantly improve the game.
Beyond those things I think I would be fun to implement another type of enemy. This could add some more variety and interest to the game. You could even add more flies with slight variations. I think that would go a long way.
Overall, I really like the direction this game is going, and you guys have a solid foundation. Good work!
This is a very cool project being worked on by a small and likely inexperienced team. Your criticism is valid in some ways but not in others. I don’t think the concept of weekly growth is that complicated or hard to understand. There is no need to be a dickhead when giving otherwise good tips and criticism.