Very fun typing game! Managed to get quite far. Only thing I couldn't grasp was how the combo on my score worked: it felt like my combo was getting broken even when I wasn't mistyping.
Keltfire
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Wow your movement system is fantastic! Very dynamic and fluid, I can see a ton of potential with this so I'm excited to see how you build off of it over time.
It felt like something was slightly off with the wall jump but I couldn't quite place it, but I think Malek is right - facing against the wall to then jump is a little counterintuitive. Other than that small tweak though, I love it and am super excited to see more!
So I'm really glad you're looking for feedback on the movement system, because I ended up going very in-depth with coding a dash mechanic for my game, and I think I know why it feels "off" to both myself and others based on comments. When I made my dash, I started with a basic Lerp from starting position to ending position for the dash, but it felt very clunky and (correct me if I'm wrong) it feels like that's the way you've implemented your dash here as well. It feels clunky because dashes are supposed to flow with your basic movement - if you're suddenly propelling at a higher velocity then resetting to your normal velocity instantly afterwards, it's gonna feel awkward.
So instead, what I ended up doing was using Unity's Animation Curve (https://docs.unity3d.com/ScriptReference/AnimationCurve.html) - it lets you set up a graph with your X-axis being the t value from a normal Lerp, and the Y-axis being the scaled result after evaluating through the curve. Basically, it lets you make your dash a lot smoother so you could do something like have your dash be slow for the first 10% of it, then ramp up to really fast 80% of the way into it, then ease off for the last 20% (just as one example, you can adjust the curve in the editor and play around with it until it feels right.)
I hope I explained it well enough, but if not please let me know, I would be happy to walk you through it!
Really good starting point! I love a good FPS game and your aesthetic to match is really good, I love the art style and sound design!
Big big first thing which malek brought up as well, I'd recommend doing this before anything else, is to add in a mouse sensitivity slider. I'm guessing this is made in Unity, and Unity tends to crank up default mouse sensitivity to 11 for some reason - especially for an FPS, mouse sensitivity adjustment is super important.
Next thing I noticed was some potential small tweaks you could add in for clarity of user experience. It was a little hard to tell when an enemy was hitting me if I wasn't looking at them, and I had a couple times where an enemy spawned behind me and I didn't realize until I was dead. Granted, I think the player should have to be constantly looking around and aware of their surroundings, but I also think there could be a stronger audio cue for when the enemy is near you, when they're attacking you, and when you've been hit (being hit should have a visual cue as well, such as the standard red-flash around the edges of the screen that a lot of FPSes do).
Other than those couple things, this is a really strong start! Just needs a little polish on the mechanics and the UI. Would love to see what direction you take this whether that be a roguelike or something else.
Hey Malek, this is looking solid already! Despite not really being able to play it (only could register 1 player so couldn't start) I think the tutorial gave me a good sense of how it may feel so I'll address from that perspective.
The tutorial is very good, simple and gets the point across! Only thing it's missing, like HazMatt said, is showing what the buttons are in the tutorial itself (in addition to showing them in your main menu).
Outside of the tutorial, I would love to have some kind of practice range, or even a singleplayer mode that might need some adjustments to the mechanics if you don't want to make AI for your game just yet. Otherwise, this looks and feels like a really strong foundation for a party game and I'm excited to see how it grows and evolves!
Neat idea, and fun too! The physics of cars flying off when crashing into them was a blast. Only thing is you can kinda "cheat" the game by riding along the side and no police cars will be in your way (aside from maybe 1 or 2 that randomly swerve into you). I may have also ran into a bug, about 200 distance in the road stopped spawning and I started falling indefinitely
Pretty fun, well done! I think a little visual clarity could help, I didn't realize a hole was even appearing under me and thought it was the falling rocks killing me for a few times there. Maybe something like a warning signal appearing above the player's head (in addition to the outline of the hole beneath the player appearing)
Very impressive in both length and polish, especially for only having a week to work on it! I really liked the element-based combat, and liked how there was no penalty for dying aside from going back to a checkpoint. I think some attacks could be telegraphed better, such as the earth elemental summoning rocks around me, but most of that stuff just needs some minor tweaks. That would also give you some room to make some attacks hit harder and be a little more punishing. But I'm nitpicking, you did a fantastic job!
I really like both of those ideas actually! Just horizontal looking I don't think would take anything away from the experience really, and that would be very easy to implement as well. I may play around with your second idea too, with peripheral focal points to help orient the player. I definitely hear you on the default mouse sensitivity too, for some reason with the web build it skyrockets the default and I couldn't figure out how to fix that. Hope you enjoyed it though, and thanks for playing and for the feedback!
Ooooh yes I love rhythm games, finally something I can top score on! Great game, only thing I'd like is more songs! Maybe also some extra points for catching fish with "perfect" timing, especially since as of now myself and two others have what I assume is the highest score possible on the leaderboard.
Solid little stealth game, I like the art style and thematic you have set up here! As others have said, the health/pip system is a bit unforgiving, by the time I noticed my health was decreasing I'd already lost 3 pips. I ended up doing a bit of move then stop, then move then stop, in quick succession, but it felt like cheating the system a little bit. If you can tweak that to be more reactive though, then I could see more levels being added to this to great success!
Simple yet fun! Only small thing was it took me a couple levels to realize I had to hold down the listen button to hear the other colors: maybe you could include a small mention of that? For a good few minutes I thought I just had to match the note in a different octave and was very confused. Other than that though, great entry!
Oh man I love the look and feel you've gone for with this game! I've always been a sucker for blacksmithing games since that old flash game Jacksmith, and this brought back some memories of that. Really ambitious game to go for this whole setup, but I think you did a great job for only two weeks. I'm not really sure how the audio cues factor into this that much, but I still loved it. Would love to see you add on to this!