Thanks yeah it was a blast although kinda twisted how we like doing hard work for fun. I actually approached everything ass-backwards on purpose to create the illusion of being inside a spiraling vortex rather than a lateral plane so whereas in most games the background scrolls behind you to create the illusion of the character's horizontal motion-in Dis Sux it is actually the background that is moving everything away from you at a certain velocity that you must match before the ugly truth reveals itself; the imps are actually spawned from you and they have no motion logic of their own but are just stationary bullet spawners being carried along by the gale force winds in the background. I definitely want to rethink the UI and I was starting to rework it as well as create some additional scenes after the title screen for the exposition with like a scroll and stationary type "From the Desk of Lord God Almighty" was in the works but copped out on canvas layer labels to save time and brain power. Thanks for your comments and for playing.
nezerkidai
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Thanks it is difficult to learn about angel flight velocity on the fly but once you get the hang of it; let off the throttle once you get to the same speed as the whirlwind then just stick to the middle you can take many shots and the fruit heals a lot. I was hoping that reverse psychology would inspire people but I guess you guys are too smart for that.
Opening graphics are rad...gameplay is super clunky though and despite having expositional dialogue, I did not feel that it really touched the essence of what the player is expected to do. There is too many guys to control many of whom died before I was aware of their existence but the game actually became easier when I only had 2-3 guys since I just barricaded and repaired the entry ways of one building each and "won" the game without ever finding a use for the fuel cans or futzing with the generator at all - not sure if that was intentional or if there was something I was supposed to do. Saw a medkit and what I thought looked like an axe but was not able to discern if they were interactable or not...as my only tangible options were only ever repair or barricade
This was very cool! I'd add some things like a title screen maybe some kind of exposition & run down of the controls as loading straight into the game world like that was mildly jarring. The systems could stand a little bit of explaining but I was blown away by how expansive they were and how epic the adventure seemed. Unfortunately, the game soft-locked during a battle with orcs in the southlands so obviously there are some kinks to work out but sweet game.
The opening cut scene was pretty dope...not so dope that I'd want to watch it again every time I die but very impressive right out the gate. I think maybe your limited time would have been better spent on the practical reality of repetitive death in a rogue-like and the actual game loop part of the game . The long, involved dialogue and cutscenes seem better suited for an epic RPG where you need such devices to tell a deep and complex story and frankly a rogue-lite run and gun don't need that much exposition. What the game needs in my opinion are tools for early game survivability so the player can actually live to see what the game is all about and then you throw the bullet hell at them; there should be health pots and/or temporary shields or something popping from all these bustable objects in the environment as well as more coins and something to do with coins.