I ran out of time to finish the menus haha. Thanks for playing!
micahpharoh
Creator of
Recent community posts
It took me a while to get the hang of the mechanics but once I did it was really fun :)
I had a little bit of feedback. I think the the dash meter should refill when you load a checkpoint. The bullets block the player so if I was moving too fast and shot in a forward direction I would get blocked by my own bullets. The slow moving bullets also make it a bit difficult to hit the boxes unless you use slomo (I loved the slomo, I just think it was too hard to play without it). Great concept overall.
Really great concept and great visuals to match. I also appreciate having a menu and configurable settings. I think the game would be massively improved with a few relatively small adjustments.
- Character movement feels too slow. Giving the player faster side to side movement, especially in the air, would make it feel a lot more responsive and open up more gameplay opportunities. The jump is pretty floaty but that might pair well with the increased move speed.
- The enemy attack patterns seem to be random which can lead to low engagement. I had a screen full of enemies harmlessly drift past me, which lowered the tension and forced me to wait around for valid attacks.
- It was generally hard to hit enemies once they started attacking a platform and it was especially hard to hit them if they were attacking the bottom corners of the platforms.
- Using the default QEF as attacks means that it's harder to use those same fingers for movement. If you decide to use the mouse then you could also consolidate forward/up attacks and use mouse position to choose the attack.
- Collision on platforms can be a little weird. When two platforms are next to each other you can walk from one to the other but not the other way around. I'm sure there's a few pixels of height difference but it can feel inconsistent.
I hope this wall of text is helpful. I saw you asking for more feedback in another comment so I figured I'd offer my thoughts.
Really cool concept and having the city grow in front of your eyes was a great idea. My only real complaint is that there wasn't much player feedback to tell me why certain things were happening. Adding an information screen or overlay would be nice and a notification system could warn players about issues or report what happened.
I really liked the visuals and sound design of this one. I found the enemies to be waaay too spongy though. I know you get to upgrade your gun later but I'd prefer the enemies to have less health. I also found the jump to be too floaty considering all the small jumps you find throughout the game.
My final issue is that the gun seems to have hit registration issues. You can reproduce it by shooting a wall at close range. If the right side of the camera is closer to the wall then the bullets shoot way off to the left, away from the crosshair.
This game feels really complete/polished in a way that I wasn't expecting for this short jam. Nice visual design and appropriate sound (though too loud for my taste). My main complaint is that the play area seems too small. I think zooming out a bit and reducing the flame size would help. It would let the player see more platforms so they could make more informed decisions.
Edit: Oh, I forgot to mention. If you jump into the side of the platform it's possible to hover. I guess this could be a bug or a feature depending on how you want to play but it didn't seem like it was intended to work that way.
I finally got a chance to watch the video you linked in the discord group. It looked like you wanted to join a match in progress. This is disabled-- you can only join while the host is in the lobby waiting for players. Sorry for the confusion, I could probably have made it more clear on the menu and in the instructions.
Maybe you'll have a chance to give it another try before the end of the rating period. Thanks for the feedback!
I can tell that a lot of work went into the level and it definitely adds to the atmosphere. Listing the objectives is also a big help.
If you continue this project you should definitely focus on damage feedback. It's difficult to tell when you've hit something and it's not obvious when you're taking damage.
Because I didn't see anyone else mention it, movement gets slower when you're looking up or down. I've had similar issues when I try to rotate the input vector by the control rotation. The key is to only use the yaw and ignore pitch and roll.
I can also see small jitters in the arms when rotating the camera. This is another issue I've had before. If it's the same issue then it's caused by setting "Use Controller Rotation" on the pawn and also having "Use Controller Desired Rotation" on the Character Movement component. They've both useful tools but you don't want to enable both at the same time or they will both try to update and cause that little jitter.
Lastly, the arms don't look up and down with the camera. My preferred way to do it is in the animation blueprint. But one simple way to do this is to add a spring arm with "Use Pawn Control Rotation" set to true. Set the Target Arm Length to zero and attach the character mesh to the spring arm. Be sure to disable "Do Collision Test" on the spring arm.
Very nice looking game with responsive player controls. I personally appreciate the sprint a lot. Good use of ambient sound design in the house makes for a creepy atmosphere.
I do think house feels a little inconsistent, though. The walls and floors are falling apart but the furniture and other elements don't match. Maybe there's a story element to explain it that I missed.
For the sake of the jam I wish there was a skip intro button. The writing and voice acting are nice but when I launched the game a second time I had to wait for it to finish again.
Also, if you press a diagonal movement direction then you move much faster. Maybe that's intentional but you could normalize the input vector to remove it.
Edit: I forgot to mention that it works nicely on an ultrawide monitor.
As others have said, the pace is a little slow. Maybe add a sprint with a meter if you want to keep the tension up. The gunplay felt good but I think the camera moves too much when you zoom in. The overall mechanics were solid. The atmosphere and reactive music also were done well. I got stuck in a box and couldn't finish the game though.
You're definitely onto something with this one.
I have a couple more notes since nobody else left any feedback. Strafing doesn't feel very fluid because you have to wait for the treads to turn around. Adding automatic reverse would fix the issue. There's not that much depth to the fights right now because it comes down to hitting your shots and hoping the enemies miss theirs. I also kind of wish you had boosters to give you more movement options like I was saying in the other comment.
My thought is that the game should be a cross between Rocket League a third person shooter.
Neat concept but it doesn't feel very complete. The world is beautiful but feels frozen and not very interactive.
Giving the old man an idle animation and having him look at the player would be a good start. Wildlife running around in the world would also help a lot. The end also feels very abrupt and doesn't give any hints on how to improve.
OK I went back and played a little more. It's well made and I really enjoyed the art style.
I died and it played the death animation but let me keep playing. I wasn't sure if this was a bug or a feature? I didn't pay enough attention to the prompts haha.
I think the default controls could some work. I'd like to see LMB melee, RMB lets you aim your spear and LMB + RMB throws. You could even slow time when aiming while airborne. Then you would move dash to left shift or something. These changes are probably out of scope but I think it would be neat.
And if you're looking to expand the scope... It would be cool to add a combo or two. I didn't master the combat but it seems like there's only two attacks-- the throw and the simple melee swing. 3 melees in a row could play 3 separate animations and end with a heavier attack. Or you could add a second heavy attack input (maybe hold LMB?).
The last thing I wanted to say is that the art looks great but the overall composition is a bit flat. Below is a screenshot I put through a filter to show you what I mean. I'm not sure if your engine supports post processing but maybe that's something to look into.
Anyway, keep up the good work!
Really neat as a proof of concept. The visuals and sound design is top notch.
The movement feels good but definitely has some issues with collision. It's kind of like being connected to a high ping server.
I think you should remove the player self damage so that you can do sick rocket jumps or shoot behind yourself to get a boost. With your movement system it could be a lot of fun.
Talking to the friendly tank while moving repeats your last input which made me drive up a wall the first time and off the map the second time. The projectiles seem to have some homing logic that occasionally makes them spin in the air. Also, I'm pretty sure you move too fast with diagonal inputs.
Overall the core mechanics are on the right track.