Yeah I actually added an option to switch R for G in the pause menu. The difficulty I tried to address at least partially but the game gets much easier when you play more aggressively, by sticking close to enemies, but that's a bit counter intuitive if you don't actively get into that mindset. So definitely could have added a bit more pointers appart from the already present design choices like instant pickups at close range and the option to kick enemies.
Mentel
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The only way I know that the gun can point in a different direction is that if you shoot it before the character menages to return the gun to the previous position and angle after the recoil is applied. It's best seen with the Uzi which can rise about twenty degrees up if the trigger is held down. But shooting a pistol fast can also lead to a less extreme version of that.
Honestly I was out of stuff to do half way through the jam, like the gameplay was done in about 3 days with all the AI weapon polish and gamefeel, that's mostly why we had time for stuff like achivements, I know the banner is pretty bare bones I might work on it once I have enough time and eagerness to work on it. I might also add like a grime texure or other wear from the door in front so it's a bit more vissible, without taking too much from the gritty and desaturated worldspace.
I was wondering how close was my game to yours based on that both of us were taking inspiration from similar sources (hotline miami, ultrakill) but surprisingly we managed to build games that play so differently, I have some issues tho... the range of the punch is laughable no really that thing almost requires you to hug the enemy otherwise tough luck so unless you know how you shot them... with no visuals for knowing if you hit them because in the midst of it without a hitflash or something there isn't really a way to gauge which enemy is spraying blood and it's hard to figure out how much hits does an enemy take they aren't exactly lining themself up for you to test your theories. The parry is fine I guess, I feel like it's a bit late and a bit short for my prefrence with all the shooting and doding it's hard to keep track of how close a projectile is to you. There is almost no telegraphing for the melee enemies they just get close to you and suddenly your health is gone, before you even have a chance to react, doesn't help that they can sometimes part phase into a wall and they don't exactly stick out in the environment. Also would love some more umpf to the shooting, it feels less like shooting a gun and more like you are creating lasers out of your fingertips, some light screenshake some recoil some more flashing you know convay that there is actually some power behind that shoot. The dash could use a few frames of free control near the end so it doesn't feel so rigid. Apart from that I think the visuals are really pretty the shaders are nice and it certainly has a good atmosphere. (Tho I miss the grading system ;-;)
Get ready for the CONSTRUCTIVE CRITICISM (In a form of a point by point list) [Also SPOILERS for those who didn't play it]
- The eyebat - I think i know what you were going for? Like a monster that will be so hard you grab the book, but you know how a player reacts when a challange is thrown at him he will go to extreames and "do the exact... same fucking shit... over and over again expecting... something to change". Either way really frustating with it's moves. I feel like they were too random and a longer battle with more attacks would just suffice over a random spin of the wheel of fates. There is no real way to predict where they will turn which is frustrating in a compleatly different way then the hardest battles of undertale's Genocide run.
- The book - kind of anticlimactic becouse of the previous fight which makes it kind of feel like you weren't really given a choice and this was a total funnel for the benefit of keeping a story. Which kind of makes this epic finall showdown moment feel forced and uncool. Also like a bit more spice could have helped like having one attack like the rest of the enemies just made it seem like it isn't even the big bad enemy there is nothing unique about him compered to what we deal with at the first enemy. Also the ammount of eyes just showing up on the objectives mean that this fight drags on for way to long and forces you to just wait... and wait untill you can finally grab it without more attacks or a second phase to make it feel a little less dragged on.
- The combat in general - the hitboxes especially on the normal attacks felt a bit off like I know I touched them but even when I felt like they were far enough away from me. I feel like the hitboxes could have been a tad smaller.
- The rest - good... very good even, pale did a fantastic job with the art, tho a attack animation for the start of the fight would be cool so the bat just doesn't heat seak onto me and then just stands directly on the center of the character before the scene loads (Also did they have to be different scenes couldn't you just have, turned of the player controls and did that on the same scene so there wouldn't be those awkwardpauses every time the scene has to load back or at least have the main scene not be swapped and just still be there under this one) the music fit the battles and the character controller alltho nothing special did it's job of getting us from point A to B.
- Another thing? - yeah this list never ends does it, the end the start the lack of skip! you really expect me to sit through the dialog I heard between 20 seconds ago and 3 minutes ago, like why isn't there a skip button after you encoundered you have the end fight with the book for the second time, why do I have to refresh the game to play it the second time even when it's intended to have multiple endings and multiple playthroughs, why do I have to sit through the intro the second TIME. I'm sorry for yelling, but come on...
Alright so some pointers, a lot of waiting really kills games you want to find the balance of giving the player something to do and giving him some breathing room, here it could use some more stuff to do. The tutorial section having to be repeated each time doesn't really help with that so it would probably be smart to lay out some checkpoints throughout or at least have one after the tutorial. Also there was a bunch of sorting issues with the grass and flowers but honestly instead of placing them manually next time you could try doing some procedual placement as in for instance setting up a loop that will place them randomly layer by layer so it places them without the layering issues.
I tried my hardest, but failed... a lot of times hopefully this isn't an accurate representation of my game dev skills , either way it was pretty good. I feel like the selection through keyboard was a bit weird with sometimes the incorrectly written ones not disappearing and stuff, even with the debug tab it was almost impossible to devise what needs to be changed. Graphs would be better than just raw numbers. The debug thingy was weird, I didn't even realize that just having it open caused the time to speed up instead of it just being a one time penalty whenever used.
I feel like the main gameplay loop, could have used a bit more... spice. You know like random obsticles on the track or engines that only activate periodicly and give you one big boost, and other simullar stuff, also crashing doesn't really feel that imactfull maybe it could take half a second or so from the time limit so you're actually encouraged to not touch them once you have fuck ton of engines. But I guess you didn't have enough time.
Alright I have a few suggestions. Like always I try to give some tips for improving so a bucket list it is:
- Text during gameplay: I understand the want to include the story into the game, but the gameplay doesn't really support it. A big no no, you can see it with notes in games which I don't think most people read those.
- Bugs: So many bugs, playtesting is important above adding new features and just from the first session I encountered some problems with the player oscillating up and down when hitting obstacles as well as level 4 sending the player to level 2 for some reason.
- So much text o_o : I know it's ironic when it's coming from a guy who's two out of the last 3 games were narrative based ones, but you can definitively cut a lot of the text in the tutorials and replace that with sprites. To make it easier to digest.
- Movement: It feels really slidy and the time it takes to gather some speed is really slow, making the acceleration faster and cutting the time would make for a more frantic experience.
- The balance: So you gain an enlightenment point per finishing the level, and you lose them per hitting one obstacle I don't think that is a great trade if you can lose points faster than you can gain them. I would understand something like failing the level loses you one point but hitting an obstacle seems to harsh.
- The collisions: a good practice is to provide clear telegraphing for everything. The boundaries in the level could have been either a fall or a wall but here you can't really tell how far you can go before the death collider gets you. Another thing would be to have a smaller collider for either the obstacles or have another small one for the player that only counts collisions because weaving is hard enough and adding a bit of grace zone to obstaclesis a common practice
And with all of that I still think it's a solid first entry. It's normal for the first game to have a bunch of issues but we learn and overcome :D
For some feedback the first level was pretty good the only thing is that putting outline on both the stairs and the metal bar ment that it was way to hard to find it. For the second level I would love some changes like player flashing red to know when I'm hit and definitivly some hit sfx for the boss and the player. Also a hold to shoot would work better as clicking, aiming and dodging is way to much stuff to have on your head. Also a dash or an actuall dodge with I frames would be great as it's extreamly hard not to get hit close to the end where fireballs cutoff any way to get through the bullets.
Honestly hard to find much wrong with the game. I feel like making the player tap space to clean the puddles could have been nice to make cleaning them more engading and allow for players to clean them faster, also maybe make the tiles lower in height so they fit more into the bird eye view of the other elements.
Alright I don't know if I just picked an op spot (pallets in the garage), but I just sat there and got the neutral ending so I didn't manage to meet JJ face to face, but overall great job on the atmosphere, I just wish there would be an actuall incentive to leave hiding and do more sneaking around the house as I missed a more interactive playstyle for this game. Also give me a break with the audio balancing because the scariest thing that happened to me was the ending blowing my eardrums out.
So the game is way too slow, it could definitively do with faster progress for making items, but I still don't know if that is even a part of the game that is actually required and if it wouldn't do better with just being done automaticly or instantly by a menu to focus more on the elements of the actuall rush hours as that would sound way more fun. Also for stuff not realated to changing the direction of the game compleatly the game lacks many sfx for different actions, a time limit could be nice if you want to run with it and the music has the problem of not looping properly
As far as fun is concerened I had it but here is some feedback: The anti-lightning block seams a little to powerfull as the cloud doesn't move and it has a lot of hp so it takes quite a bunch of rain to destroy it maybe making the cloud spawn in different places and making the lighting take multiple paths would make it more of a strategic choice. I feel like the disasters that spawn could do so a little faster as there was a bunch of waiting involved which kind of taken away from the feeling of chaos that these should bring up. It would be nice if blocks would have an animation for being destroyed as in maybe they would detach and lose the hitbox so hay would fly away with the wind and getting smashed in would send them flying down towards the edges of the screen. The game could also benefit from sfx when a block is broken.
(I'm gonna skip the point list)
The game has some problems with movement only sometimes rotating the movement vector towards the camera position, that was probably the bigger enemy out of the two. The sky is way to bright compered to the rest of the level and actually while at this point, the level is huge but it's mostly just flat and empty plane no trees, rocks, paths. SFX and movement are especially important for first preson horror games to make the player connect to the person, so some footstep sfx, fast breathing for running and low stamina and making the player accelerate a little slower to give him some weight and making him turn a little more slowly when running to really sell the effect. A optional headbob and leaning while turning would also be pretty nice.
Feedback (things I'd like fixed):
-Menus: As I understand it you probably did them last moment as you're using default buttons, I actually would put at least some effort into the menu as it kind of sets expecteions and is the first thing people see. Also the last menu didn't unlock my mouse which was kind of annoying that I had to quit with just an alt+f4
-Audio: DAMN, I actually got scared when the radio came on, it could use with some audio level balaning at least later on as it gets kind of annoying quick.
-Movement: It felt really slidy and didn't convay any weight to the character which makes walking feel more like steering a camera rather then a person.
-Lack of Polish: There was a few accounts of text just saying placeholder text, fixing this sort of stuff really adds to the finished expirience.
Feedback (things missing / I would like fixed):
- Dialog speed: The dialog was unraveling rather slowly and worse for that there was no button to skip to a fully uncovered dialog, which is a nice quality of life thing.
- Friction: Character had friction against walls which just doesn't feel great when jumping up on objects.
- Not much to do: The game doesn't really feature any choice or active gameplay, so it's more like reading a book of dialogs rather then playing a game.
I'm always down for some feedback 😎 https://itch.io/jam/brackeys-12/rate/2963913
So this was fun here is some feedback:
- Layering: Something that I feel would be cool is if monsters would be always at like a minimal distance something like one tile because it's kind of hard to feed them when there is 2 guys on top of each other.
- Terrain: I don't know if there is some specific reason but I feel like the tiles you place should have priority over already placed tiles because now you can sometimes place a new tile and it will change like one tile on the path
But overall it was a very solid entry, that feels like a pretty compleated package
Alright for some feedback (actually I gave some on Ategon's stream):
- Some aditional feedback: Stuff like flashing the player end enemies red and some sound effect for player taking damage would be great
- SFX!!! : I feel like this is the biggest point against this game, it lacks sfx in places like realoading the weapon buying stuff at the shop, and collecting coins which really takes away from the expirience.
-Some envirement : Running around an empty arena is cool, but running around a big arena with obsticles cover and all of that good stuff is even cooler.
-Random Effects: It's hard to realize at first that effects are even rolled or shown, so it would be cool to have possible results cyclic at the top with like a fortune wheel sfx to give it some anticipation and make it more fun
The game looks great the feedback I can give is
- Enemy Attacks: I mean you kind of die by proximity which is kind of annoying.
- Lack of an unique mechanic: literaly what it says on the tin, it's just an arena twin stick shooter, it doesn't really do anything elese
- Weapon Varitation: I mean kind of lacking with the player having access only to it, something like limited ammo and weapon drops could have been fun to create kind of a gungame feel.
Not much else it's a good game if you just want a twin stick shooter
A realy good entry I loved the energetic jazz music here is some feedback:
- Unpaused Menu: stuff is happening around you when UI is covering the screen which inevitably leads to people bumping into the pallet jack, even when the player can't see where they are going around and already has enough on his head :V
- Pallet Jack: You should probably increase the range where the palletjack is considered near as I often found myself trying to grab him and move around which is also not that fun of an expirience as grabing it can be a little finicky