vsync should be on there now
miziziziz
Creator of
Recent community posts
Great set!
Where did you get the textures for this?
And do you mind if I add it to this collection: https://github.com/Miziziziz/Retro3DGraphicsCollection
liked
unique movement
good level design
disliked
some ground movement is a bit wonky, hard to move over some geometry
suggestions
move towards hand that's grabbing if you release the other hand
be able to lean with movement keys when grabbing onto something
maybe just use left click to grab wall, and alternate which hand is used, then press jump to disconnect from wall
crosshair change color or shape when a soft rock is in range to pick
liked
decent tutorialization
seeing entire map laid out in front of you when you leave cave was cool
basic survival elements worked well
good creature designs
movement feels good
opening sequence is cool, build a robot, command it to do something to help you out
core at each beacon is good
disliked
art style was inconsistent
ui is a little confusing
wasn't clear when you can sprint
combat didn't have any weight, just stand and hit
suggestions
make so you do more stuff with robot allies immediately instead of generic survival stuff like gathering resources
requires cores to build robots, great way to encourage exploration
immediately give the player like 3 cores and then tell they have to explore to get more
liked
visuals and sound and animations are 10/10
fast kills were cool and added energy
I liked the boss fights, good variety in animations and movesets, but was also easy to read them
disliked
backgrounds blended into foregrounds hard to distinguish between the two often
some movement was not as responsive as I prefer. Like melee character didn't move forward a lot on each swing so it was easy to get stuck swing just out of range of an enemy
suggestions
dedicated pixel font
make so you stay stuck to wall a half second or something when you move in the opposite direction
maybe make so dash instantly cancels current attqack
liked
amazing character animations
good variety of challenges, having to use multiple abilities to overcome a challenge does feel fun when you get it
feeling of speed is great
suggestions
air control is rough
too unforgiving platforming
double jump ability isn't very good, doesn't jump high enough
def need some sfx and music
white seems pointless, ledgegrab jump should be part of green
maybe a slow motion for 1 second after you use an ability so you have more time to process and switch abilities
easy to get unstuck from wall and not be able to wall jump
should have easier challenges to start off, feels like it jumps right in too quickly
you dont get to enjoy feeling of speed much because most of the time you're struggling with using abilities correctly
liked
very polished overall
movement feels very weighty in a good way
suggestions
cant shoot diagonally without moving
unclear what walls can be tunneled
enemy animations aren't nearly as good as player animations
background could have more organic looking holes into backdrop
control scheme 1 felt awkward
maybe just use numbers for switching weapons
liked
great art
hacking the gun to shoot over the wall was very cool
great enemy variety
sound design is good
hacking mechanic is fun, good extra way to kill enemies
hitboxes on projectiles feel good
like that projectile colors change on allied bullets
like being able to hack guns for them to help you
suggestions
mouse aim feels very unresponsive, not fun aiming at things
would like a death animation instead of just immediately going to game over screen
make so bullet trails dont dissapear instantly when they hit you
visual novel mechanics in between stages would be cool
maybe have a shadow from projectiles so easier to see distance?
being on "fire" if you dont get hit for extended period of time would be a good fit, bonus damage/attack speed or something
being able to heals, health pickups? killing enemies gives a little?
hard to hit first sentry gun to shoot over wall
sceen shake?
sound effect was way too loud on first gate
I think if enemy bullets gradient color changed the closer it get to the player's plane would help show when it can hit.
do a colorblind test on bullets (make everyuthing black and white), might need to do different shapes on enemy vs player projectiles
liked
good clean visual style
good variety of obstacles
like that there are multiple paths
music is a pop
using fan momentum to get high enough was cool but not sure if intentional
chaining fans is cool
timer is a nice touch
suggestions
need coyote time please
checkpoints please
make it clearer how you die, maybe dont insta restart but have a death anim and a popup that says press 'r' to restart
sound effects would add a lot
fans are inconsistent in boosting
have a little free movement in the camera (check out how smb does it)
maybe implement timer in a set goal, like you get an A+ if you beat the level in under 30 seconds
variable jump would be nice (hold space to jump a little higher)
optionally have a little more color? color code spikes and enemies to make it clear what's dangerous
critique:
liked
good tutorialization(except barrel)
movement feels good, dodging and jumping etc
weapon swings feel good
boss is cool
good enemy variation
funny that range enemies can kill each other
good sound design
suggestions
in tutorial maybe make so you have to break the barrel to continue
Buff player if they kill monsters?
currently no reason to kill things
pressing dodge should dodge forward if not holding move key
spin attack on boss going backwards sometimes, hard to predict and avoid
boss randomly pulls out new attacks
rare boss attacks dont all telegraph well
maybe do 2 phases on boss? first half easy, second pulls out more advanced moves
spikes need blood or something to make them stand out
platforms look like part of background
put a wall after first platform you can fall through so it's clearer that you need to go down
more checkpoints