Nice, how come you don't use enemies from the sci-fi space pack that you're using here?
shellcode
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thanks for playing, i had a random thought that itd be nice to nto refresh cooldowns between rounds so that the player should think a bit extra about using abilities, ill investigate the bug, just finished watching the vid, thanks again, ive got the things you mentioned noted down, ill get to thinking about them😈
Hello, off the get go 0.6gb for this game is too much BUT you probably have a solution for this, at the same time though game size doesnt matter nowadays so its kinda of a nodev observation.
First dialogue/cutscene is nice, ok i just reached the weird nurse, hornybait! Can i skip it? Why does the loading screen girl have tits!
Moving feels nice, already getting kino vibes, crouching walking crawling, imsim vibes?
Uhmm crouched in the kitchen in the corner, got out of the weird building and then into the crate but the [find a way to reach outside was not checked] so i could not progress.
Fun but the tutorial/prologue filtered me.
comments: nice visual design but im not an art person so anything thats passable will look good to me,
after dying and respawning all sfx is muted
runs smoothly
you know better than me for gamedesign
at the fight in the homosexual's room with the weird hospital bed i got filtered, died like 5 times and dropped it.
the fighting is not fun but are you aiming for fun combat? its very hard to manouever with a keyboard as im not used to A D and to rotate and W and S for transform.forward movement,
maybe allow for reloading while moving (feature creep)
maybe allow shooting while moving (also feature creep)
found the red guy's attack a bit too fast , and the ranged enemy's rotation speed to be too fast you have to be constantly on the move for a level one enemy but then again its up to you to decide on enemy design
Story is fun although i skipped all the cutscenes but the vibe of it is good, they dont make games that take place in the near past anymore
have a good day
Warning: I dont enjoy 2d games so i miight be biased
Comments:
Off the get go the menu is highly autistic lots of options and text here and there. Dont know if yo uwant this? maybe you do etc not a huge thing.
Stop Command (S) doesnt work instantly on my device
Movement feels smooth so does attacking.
You know more about RTS game design than me so i have nothing to comment on unit types etc but maybe a hotkey to move camera to structures? (f1 f2 etc) (maybe you already have this)
Artstyle:
pixel stuff, nothing to write home about(not bad) but it doesnt hurt the eyes
Bugs:
Alt Tabbing once offsets the camera
Alt Tabbing twice freezes the game.
Didnt find anything else but i only played for 5 mins
Overall Impression: Fun, you know what needs polishing
Comments,
Warning: I only played the first character on the first level
About Level Edges: (You probably have this already figured out) Being teleported to the centre of the map is op because its an instant escape tool, perhaps map colliders?
Balancing:
-HP regen + Movement Speed-
Having movement speed + healthregen allowed me to move through anything and not pay the price for it as I just regened the health right up, it bit me in the ass in the last 1 minute because of the whole many enemies spawn thing.
-Fire +1 and the other dmg upgrades-
Giving me the fire +1 projectiles upgrade next to all the other ones seems off. Its the strongest one as its a 100% dmg boost, whereas the crit 5% is poop and the 50% attack speed is better than crit but worse than the spawn +1 projectiles, so what incentive do I have to ever pick crit when its juxtaposed with all the other ones.
I didnt see the reason to pick anything other than the +1 fire proj and attack speed upgrades due to the numbers.
Solution: I have no idea, maybe show that the +1 fire proj is epic whereas the crit is common in terms of rarity and have the upgrades imporve over tiem so that in the first few upgrade selections I dont see epic upgrades etc.
Enemy Spawning:
Enemy spawn patterns are nice but it would probably be easier on you to have them randomized and it would lead to better gameplay. I only played level one so if it is already randomized you can avoid reading what I wrote here.
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Example, you have sequences where you spawn only slimes, only weird girl which moves at you if youre not looking, small basic enemies, ranged enemies but no other enemy type is being spawned. Whats the decision behind this? Would it not be better to have a variety of them or have these scripted events occur at the same time that you want them to be but the SPAWN-only type to be mixed/different? that way you dont have to script it spawning X-only for Y seconds, but just tell it to spawn RANDOM-only for Y seconds and depending on the decision logic you wrote have it select the RANDOM.
It is fun to see a bunch of the same enemies fill the arena but perhaps this can occur while other enemies are present there.
Benefits, spices up things, the player has to switch up his decision pattern during the level due to there not being only ONE enemy behaviour type on screen.
Drawbacks, will bring a balance headache.
About the spawn type when it spawns a bunch of enemies in a line horizontally or vertically, nice and cool (maybe allow for ranged enemies to be spawned in like that :3)
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Enemy Attack behavior types:
Classic stuff, no complaints/ideas there but I had some stuff to say about player behaviour.
Related to Player Standing Still:
It would be nice to have something which spawns an indicator at your position which you have to move out of as that would force me the player to not stay still. I could stand still between mins 11-3 except for when the fire totem guys were spawning but after they despawned i could just sit in place again due to my damage output. Instead of nerfing damage output u can add something which "prevents" such player behaviour.
Related to Player moving forwards while plowing through enemies:
Due to the damage output + healing the player can just hold any direction key and face his mouse in that direction and just blaze through enemies and just keep going. ( I did this from minute 5 till minute 1, i just held d or a on repeat). Is a solution needed for this? you decide; my recommendation iis that you create an enemy behaviour which prevents the player from moving in one direction, like a predictive attack which takes in the player's/target's forward to calculate the position of where to land. This will force the player to switch up his movement pattern.
Now, is it worth nerfing the player/upgrades AND/OR adding these extra attack behaviours? I have no idea, but its probably good to have more enemy attack behaviours. (I will have to add them as well to my game :3)
Maps
It gets dull looking at the same map for 15 minutes straight.
Solutions:
Option 1: Change the directional light color over time to simulate day to night or smth, basically a level color variation over time or just as a function of time.
Option 2: A Little intermission during the level, at the for example 7 minute mark, to allow for a level swap. (it just swaps to the level with a different color palette)
Options 3: Moving level parts. This idea sounds a bit out of scope to me.
Meta Progression
Get Gold, Get new heroes, nice and ok, anything you want to do with get X on killing N amount of Y enemy-types, like player has killed 100 small eyeballs, reward him with a character etc (or a steam achievement).
Polish
You probably know what needs polishing so i'm not gonna comment on this, if you want me to do so just reply or smth.
I will say though the chrommatic aberation + bloom annihilates my eyes but thats just me.
Conclusion
Fun game, gets a bit dull at some points due to the player not having anything to force him to switch up his decision pattern but picks up once he encounters a new enemy-type/spawn-pattern.
tldr: nice, recording 5 mins of ur game somehow takes 5 gb so i cant post that,
Music is schizo tier
Would be nice if the ranged enemies had telegraphs
Bat sometimes doesnt do dmg when swining
for the train level, ahve the train stay still while terrain moves to avoid issues, the bat was floating out of my hand.
sfx etc you know what needs polishing
its very juicy i like
tldr: highly autistic, needs polish but the gameloop is there, questionable design choices, would play.
nice to have something whciih forces me to do things other than cast, like damage at my position which would force me to move rather than autistically spam 123456 on repeat, some manual party placing so that i can choose where my knight goes.
. its like an autobattler but you get to be in there and heal, keeps the scope maangable. Although if you add non-undead enemies, how do you damage them with holy spells? (you probably thought of how to fix this so its a nodev question)
https://www.dropbox.com/scl/fi/pcyd9q23a6ejwls9dbagt/2024-09-06-12-09-54.mp4?rlk...
tl;dr: good, didnt find anything game/experience breaking. only thing iquit early because i couldnt find the entrance to the next floor.
main loop is good=> slashie, gear&upgrades, explore on repeat
sfx/music/art needs no comment coz you know the state they are in.
found some weird stuff with pathfinding but thats not game breaking.
https://www.dropbox.com/scl/fi/cyejl048gupoud0snmcnh/2024-09-06-10-32-44.mp4?rlk...