Its a cool game and I like the premise but I wish I moved in the open world like I did in the town. I think speeding the character way up will make the game way more frenetic and crazy. I love the minigame and I think the value range is good I didn't think it was too easy nor did I just constantly fail it. The hud is confusing without any description but I don't think it detracts too much, once you realize the Hz are going down as you fail you kinda put it together that the number is effectively your health. I only ran into a couple of bugs. One where I fell through the map entirely and another where I could jump forever in the town if I turned hard enough while jumping. The menu art is fantastic and I think if you guys did darken the scene and have to move with just the light from a lantern you could pretty much be done with the open world design as it would feel super cold and isolating in a creepy way.
OnTheBus505
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Wow this game is great! I played four rounds and finally got a 150 score with only 1 death. It takes some getting used to, which I think is really great as I can feel myself getting more skilled at the game (I found it was usually easier to fall a bit then shoot the floor above the room I was going to rather than trying to jump straight across). The grappling hook feels good to use and I love that I can shoot it while I'm flying, it does kind of throw you up a bit but I like that I had to adapt to that rather than just go exactly where I aim. The same goes for picking up the pill, I had to fiddle with where to aim for a bit before I could pick it up, but once I got it I didn't have that problem again. The quips the npcs pop up are great and the writing is funny but it is kinda hard to read when they bolt. I don't know how much work it would take but posting those to a log or subtitle in the corner of the screen would make it easier to read. However, that would change how you have to remember the pill color so maybe just do the cleared minigame chat. Music is great and fits the mood but you may want to either turn the volume down on the grappling hook sound or switch it to something a little less aggressive. I was spamming it for the whole game and it gets a little grating.
I saw a lot of comments about bugginess but running this on my PC at home I had no issues. Honestly having a hard time thinking of negatives aspects to comment on. Great job!
- How do the camera controls and unit movement feel?
Unit movement feel good and the level size to unit speed ratio feels spot on. For the camera controls I kept trying to mouse over the edge of the screen as that is pretty standard in rts games but it feels inconsistent (when I swappped to 1920x1080 it went away) the wasd didn't feel too fast so I don't think that should be a primary concern
- Did the enemies feel hard after several waves, or were they too easy?
Enemies felt pretty tough really quickly but I'm not sure if that is due to the scarcity of player units or an inconsistent attack detection. That being said I think if I played a good amount more I would be more comfy with the unit movement so I could have more time to check health bars. Limiting the player to 6 active units makes it tougher on the player.
- Did it feel entertaining or attention-grabbing?
It does the weirdness of the sparse graphics and the dense trees really works in your favor and I think once clearing the trees is slowed down by having workers do the clearing the game will be more tense overall.
- How long did you play or survive? Did you build any units?
I was able to survive for about 15 min until I realized I wasn't selecting half of my units and they were just getting picked off. I was able to build two new units.
- Did you notice any extreme or notable bugs?
- Any other feedback is welcome!
I think you guys bit off a really ambitious project but is looking good so far. I think the one thing it needs is an A-Move function or better enemy recognition so player units don't just let enemeis run by.
What do you like/dislike about escort missions in other games?
I like escort missions where the thing being escorted has a predetermined path that only progresses when I am near (like payload escort in Overwatch). I dislike escort missions where you have to be sneaky, it never feels good.
How do the controls feel?
The controls in this game feel good if a little clunky. I think if you can only do a basic melee attack it may be better to go with a horizontal slash rather than a vertical bonk but it does make hitting the moving enemies more challenging.
Does the environment fit the game theme?
The environment is very simple but I think it does fir the game, I think the path through it could be more complicated but it does give the player enough room to dodge some of the projectiles from the enemies.
What would you like to see implemented in the game?
I think an aim reticle will really help players see where they are going to hit and I would like some kind of feedback that an enemy has been aggravated. Could be a sound effect or a visual cue.
I think you guys have put together a solid foundation and are in a good place to expand on the core gameplay. The simplistic characters work well and I'm not sure if you really need to upgrade them but they do need some kind of indication as to their state. I thought I was glitching out the game at first when I could just run up and kill enemies without them moving but after getting past the first level I realized that there is some kind of activation going on. I tried to go for a stealthy route after that and tried to sneak up on enemies but I don't know what is triggering them or if it is just random so that feels inconsistent. I would reduce the size of the red outlines on the enemies and player as it feels too big in the default screen size.
Great job I want to play the final build for this.
Whoo this game is rad. I like the art and the level layouts are pretty challenging, also I played a few times (still haven't beaten the squid) and I really like that I say new layouts. I feel like if I had a really choice run I could clear it. I did have some weird issues with aim as my cursor got close to the player character. I would love to see a flash cursor in the final game as I kept losing where I was aiming in the current build.
Great job, I really like the game over music. The gameplay feels pretty snappy but I was confused about how the Hunter's Call worked. The only other criticism I have is that if the bear get up against a wall it becomes really easy to just spam him down. I liked the way the random generation is working the levels feel good and there isn't too much clutter that would be frustrating. I think the time to shoot new arrows could be a bit longer to increase the challenge. Hunting rabbits is really fun though I like how their move speed is balanced.