Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

nozusdio

10
Posts
2
Followers
8
Following
A member registered Jan 08, 2020 · View creator page →

Creator of

Recent community posts

Great work on the level design; keep it up! All three levels currently in the demo have their own flow, which feels great. Bonus points for circling the player back to the next gate after acquiring a key. 

I felt that the game was too easy, I am not sure if I missed a difficulty setting, but given the amount of damage I was receiving and the availability of healing items, I rarely dropped below 90 hp. Moreover, I could move always in the same direction that the enemies would always be shooting where I was and never leading their shots. You could consider adding the ability for enemies to start leading their shots depending on how long they have been shooting at the player, such that the longer they are alive the more of a threat they would be for the player.

The player movement slides a bit too much imo. Especially if we consider the ship level which contains a bit of platforming/narrow walkways, so if I stopped pressing a wasd a decent bit before the edge I would slide off anyway. 

Not sure if it is intended, but crouching while jumping slows down your movement and breaks momentum, personally it felt odd, but might be the desired behavior so idk?

I also hit a visual bug in the first level, where a wall would disappear depending on the angle from which I was looking, dropping a screenshot in case it is of any help


Interesting stuff, there are already quite a few systems, most seem to be OK and others at a barebones stage but it should be expected for such an early version. Overall, good foundation imo. 

Combat needs some juice. I understand you are going for stat-based but some weapons at the start feel too slow, like you are swinging in triple gravity or underwater. Hit feedback also needs some love, oddly enough the animation + sound when you hit stone or heavy armor is good, but when hitting an enemy its underwhelming, just the generic sound and square blood particles. A simple test I would propose is to fuck around with the animationtree/animationplayer timescale upon hit, something very subtle can do wonders. 

I probably played little over 1h, and as I found more villages and dungeons, and picked up quests along the way, I had trouble finding these places on the map when I wanted to track back. Mainly due to the proc gen, everything looked a bit the same. My feedback would be to try to add some variation and code in some landmarks with a certain name. E.g., during world gen, if you generate a village called Swordfall, try to add the statue of a knight somewhere in the village. just a little something that when later I ask some NPC for a quest and he tells me to fuck someone up in Swordfall I know it was that one village with a knight statue and I remember it was somewhere in the bottom of the map.

As others have mentioned, you should look into pre-built world for a quick playtest. You must be storing the map data somewhere and somehow (e.g., in the user folder, idk if you are using Godot resources or something else), but I don't see why you wouldn't be able to copy that and package it the game? And at runtime, if a player selects the prebuilt world you just make a copy of it to the user folder? Maybe will require a bit of refactoring on your codebase but as you can see from other comments, it would be a nice feature to have. Plus, you should also provide the ability to retrieve and set a seed for the world gen.

Flying/Levitating are debug functions, right? Are building and digging also debug or do you plan on having some sort of base building?

Looks great! I've been keeping track of this through your youtube channel and really looking forward to it

Just wanted to ask about a Linux version? Do you have any plans on that?

Yeah, should have went with IsActionPressed instead of IsActionJustPressed for that :D 

Oh yeah thats right, there is like a 0.3 sec delay due to the animation!  Still you can spam the hell out of them

Hey man thanks for playing!  Yeah, mostly due to time! I already went 3-4h over deadline (first time exporting/"finishing" a project)
I felt like jumping would make the current game too easy.. Btw you can spam the projectiles (should have added a timer for that) and with a mouse should be easier to get over 20 :P Tried to play with my touchpad and couldnt 

I would have added jumping if I had gotten around of adding the second enemy type that would come out of the walls and would bounce around the map :D That would balance things out and make better use of the vertical space in the scene

Yeah, tell me about it! In my defense I only saw the cggj chat until after I had the main game loop implemented and saw your videos in the chat. By then, it was too late.. Also you played it way too much to get to 2K! If you look at the source zip and under Assets/Enemies you can see the smaller demon meant for the second enemy type that would come out of the walls and bounce around. Which would mess with the strat of clearing each side at a time

My laptop couldn't handle level 5, lagged all over the place :D 
Will try to export the game on my end see if it helps. I wish the hand would attack based on mouse position instead of directly in front of the PC, had to resort to hit and run tactics because of it ahah

Clever idea of twisting the 1HP theme to Horse Power. As Chevon said, being unable to move once the horse gets hit is pretty cool. Also you really like your World Environment bloom/glow xD

Trying to beat others' score does bring a lot of fun to the game. However I did spend 10 minutes not being able to get past the 3rd or 4th platform because I didn't even think about trying shift key :D