Modern Masterpiece tbh
MewTheSlasher
Creator of
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I think widescreen can be easily done, I just haven't touched the default settings too much.
I did experiment with first person perspective early on, I might give it a second try and see how it goes. It would make it so the whole game is first person, which might be more immersive.
Thanks for playing!
Duke decides to bully the local goblin population: The game
Had fun with it. I'm a bit out of the loop with the project, but from the oher comments I saw that you switched to Godot. So far so good!
The runescape-ish aesthetic has a softspot in my heart, and more orblikes are always welcome.
I vibe with the cape physics, it's the little things that make games soulful
Some suggestions/problems:
- The game freezes for a couple seconds when using fireball for the first time
- Enemy AI takes a bit to react to the player when they enter the room
- Could be cool if fireball had a bigger splash damage range, even if it was more expensive for it
- Shadows on the cape were a bit glitchy
- Enemy placement was a bit weird (6 goblins on a perfect square position), but I imagine is just placeholder
Keep it up!
A lot of stuff was made, but not implemented. There's technically a couple spells already, but they didn't made it into this demo, sorry.
Hopefully on next version I'll be able to expand much much MUCH more, because I am a bit ashamed of how short it is.
anyways-
Thanks a lot, I'm glad to know that there's an appeal to the current version as it is :)
it's a neat concept, but you really need to be extra specific with where you click, otherwise nothing works. got stuck clicking around, trying to find how to insert the ram stick. It needs to be more obvious what parts you are supposed to click to make them work.
also, the drawers need a button that is always visible, took my low IQ brain a minute to find it.
could be a solid chill game with more polish and content, do you have plans on having a story line besides gameplay?
I want to love this game, the aesthetic and idea speaks to me in a deeper level, but man I have some issues and it might just be me being bad at games:
- I hate parrying, don't ask for precise inputs in a game where half of the screen is full of either bullets of gore bits
-you are asking too precise platforming skills on a game where the player is intentionally(I assume) hard to control
- W(to grab ledges) and SPACE (to jump) could be binded to the same key
-turrets are unsatifying to kill, they take too many shoots and as said before, parrying doesn't feel like a viable option. bullet sponges that look like they should die in 3 hits
-because you are hard to control and some parts need precise platforming, you can fall down often and lose progress, then have to do the same precise plaforming again(and fall again).
-boxes with HP should be both more obvious and more easy to break. a lot is happening on screen and I always ignore/miss them.
-turret energy bullets blocking your own bullets is bs
HAVING SAID ALL OF THAT, I LOVE:
-Aesthetics, I don't know with what devil you made a deal to have your art skills, but I want in
-the bullet casings staking is an amazing idea on itself, but how they affect the plaforming is cool af
-being push around by your own bullets: it just feels right to play around with the physics of your infinite ammo machine gun, I wish the levels were more horizontal to take more advantage of the speedboost it gives you when shooting at the opposite side you are moving
-boss battles are great, they have a good feeling to them.
-just all the animations of your character blasting away.
my recommendations would be:
- focus on letting the player have fun shooting things, platforming should not be the focus. You have a game were shooting is cool, let me shoot stuff.
-if an enemy can take a lot of shots(like the turrets) make their design look bulkier/armored.
-make destructable structures a bit more fragile, so it's obvious that you can destroy them
Whatever you make, you got me hooked.
Nice little game, all the character portraits look great, I dig the vibes, but the gameplay has some problems:
-I find the aesthetic pleasing, my only complaint on that is that the water needs some work, it looks noisy as of now.
-Movement feels weird, my brain keeps assuming it's grid based, but it doesn't work that way. It always feels like the character moves either too much of too little.
-Are the bicycles ramdonly generated? their position and movement feels inconsistent, so it's hard to properly plan how to avoid them. It's very luck based.
Wonderful aesthetic. Getting a good atmosphere is hard, and you did great on that department. While I have yet to finish the second act, I still want to come and leave a review.
Probably the only real complains I have are:
-sometimes it's not clear what tiles are you can walk through. I often get stuck in the enviroment
-during the dialogues, you could add more obvious clues to show who is currently talking, since both portraits are shown at once. (maybe something like someone's portrait darker when they are not talking).
on a sidenote, I love your enemy designs, good stuff.