For Polish they'd be a must
Shodanon
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Very cute and impressively stealthy for an early demo.
Some interactions are inconsistent, like how I'd get caught trying to jump down a chute that didn't register an input or go down a vent instead of up a ladder. I humbly request camera pitch go full 180 degrees - would be super useful when looking down in vents.
The "solution" to he stealth puzzle I found was distracting the guard around the library area and then bolting into the security room. As with most sneakers, items for distracting, like throwables, will be useful.
The AI should probably remain in a "search" state for longer. Seeing them chase you and not look around for a few seconds and return to post was a bit jarring, cos I wanted to hide in a locker but the guard never actually went that far. I am impressed with the AI trying to jump, though, even if it was through a door that was blocking its way.
I hope the game keeps progressing. I like the light gem implementation, probably way more performant that what you could do in unity, but I don't see it making much of a difference until a night map is available.
Evie a cute.
The photomode key is pause/break, you might have hit it on accident. It's a fun tool if you wanna see interesting places or take pics.
We have a "UI scale" slider in the options. We don't check on the resolution aspect ratio for now (it's something I haven't thought of and will likely add now), so if you play some more, you can adjust it.
Hell yeah, can't wait for new stuff. Played a bit more and I gotta say I love the moments when a guy raises his hands up but uses the opportunity to ambush you if you lose sight of him without cuffing. raises the tension a lot.
I did take a squad of tranq dart goblins once and I found that some tangos will remain uncompliant and can't be subdued/shouted down and arrested. I end up having to kill them, with a few kicks. I would like to request an option to cuff a guy persuaded that way.
Cute, fun and simple. Will be definietly better with music and sound. beat the dungeon first try as both witch witch with no masteries and bombergoblin. Thunder makes things a bit trivial even when the big scary slimes rolled in, but it sure is cool. Bombergoblin planting animation is adorable and stacking speed on her is good fun, makes you feel mischievous.
Game needs more effects to choose from and variety in general, imo. Performance is fantastic, good job on that. No horde of monsters or amount of explosions on screen slowed down the game one bit.
I love how powerful game makes you feel
The squad controls are sliiiiick. You're scratching that Rainbow Six/SWAT itch for me and I approach the missions mainly working with my squads rather than getting in direct engagements, just like I did back in old R6. Man, I missed go-codes. I enjoy retrying missions, trying to arrest as many culprits as possible.
Only issue I had with the command selection wheel was the fact that if I kept holding the mouse button as mission ended, my cursor remained locked. Also the selection wheel itself feels a bit unresponsive, something which I struggled with in my game before.
Love that fantasy races work as different classes, when I have more time to play, I'll be experimenting with different compositions and equipment. The writing is pleasantly quirky. Music is pretty fun and adds to the atmosphere.
Really cool prototype. I love the DHT-style ammo counter, please keep it the way it is. The dodge is very fun to use with bullet time, extremely satistying. Guns all have a nice feel to them, each is distinct and the reload animations are really well done for such simple graphics. I found the recoil to be fun to handle, using bullet time to lead in the bullets as the muzzle rose and I continued firing. I like that I can go full John Wu with a shotgun and/or MG and snipe dudes with the bolt action.
Wish the level was longer, I wanted to keep going. I would give an option to turn off the lowrez filter.
Double-clicking will cause semi-auto guns to fire twice, especially noticable with shotties. I'd just wait for another input until the fire animation is complete.
Gra jest zachwycająca, z jakiegoś powodu przywołuje moje wspomnienia z grania w Gisha około 2005 roku. Pewnie dlatego, że imponuje tą mechaniką z górą łusek. W sumie pod każdym względem, od technicznego, po art i gameplay robi wrażenie. Chylę czoła.
Nie ogarmąłem całego movesetu i dostałem tylko rangę B, ale potencjał ogromny. W sumie jestem bardzo wdzięczny, że moje niedociągnięcia w skakaniu po platformach mogę nadrobić po prostu usypując sobie górę brązu. Do odbijania pocisków trzeba się przyzwyczaić, mooooże zwiększyłbym okienko w jakim da się je wykonać, ale poza tym doskonała robota i spodziewam się, że będzie to hit.
Hiro's art is a blessing. I'd probably add lil anime girls popping out of the tank hatches and inside the jeeps, have em run away then the vehicle is damaged. Pathfinding is pretty good, especially avoidance of slower terrain, though I do wonder how dynamic the gameplay will be when the vehicles don't overlap.
Being smoked by a cannon from across the map is scary. Brutal stuff. Love the camera controls, very intuitive, though my "get close and personal" autism makes me wish for some "follow the tank" option or manual aim.
Thank you, father. Check out our stuff on https://90s.graphics/twitter and https://90s.graphics/discord should satiate the need for updates until the game is done!
Wew, thanks bro. High praise, we'll try to live up to Ville senpai's work. No need to judge, we already shared a DD.
1. We'll be adding more stuff to the map, for better differentiation between areas, and to make it feel less empty.
2. My fuckup, was supposed to add a slider, haven't yet
3. Leaning doesn't reset for you? Are you doing the LeftAlt fluid lean a'la Rogue Spear or just Q and E?
5. The tut will be the first level in the final game, that's for sure.
6. I'm aware of the issue, just gotta find a solution for it.
7. Can you try grabbing with the strength aug? Does it feel nicer? I might do something halfway between that robotic rigid grab and the floppy grab we have now.
8. We already use the best system ever created for ladder climbing, what are you on about? :^)
9. Not a bad idea, though the players that use the wheel seem to get the icons. They rarely check the aug screen though...
10. I'll add that to the inspect screen, great suggestion
11. best way is look down at your legs but sure, a small icon will fit in somewhere
Thanks again for the feedback!
Hey Łycha, thanks a lot for the comments. They aren't as harsh as you'd think. Many of these we are aware of and want to address and some are conscious decisions, which will likely keep getting mentioned. We went through an additional art pass for the previous demo level, with added detail, quests and props and we were hoping for a three level demo but our discoveries regarding performance issues of that build led to us deciding the “memorial tower” level needs a complete remake in Hammer editor, instead of Unity’s built in ProBuilder (its use allowed the current demo runs better while being way bigger). Same with the current demo, we hope to add variety to the areas between points of interest, other than hidden goodies. We have no intention of scaling the map down, but filling it with cool stuff – most definitely.
Stuff like the endless train tracks will stay – it’s that artistic touch I don’t want to refuse Snake, the level designer and lead artist. We are happy with people’s reactions to Marie, whether they find her disturbing or cute. Both are intentional. We have received opinions that there are areas in the level that should be blocked off from the player but we decided to embrace our movement and allow people to go wherever they please, with more advanced techniques allowing places that you wouldn’t even expect reachable. You’ll find a small battery or an overpowered gun there, but it’s entirely optional. At the same time, our ambition is for the game to be hard but completable without using the movement tricks but that hasn’t yet been achieved yet. As for ladders, we believe there’s no need for a typical FPS ladder if Marie mantle them like any other object.
Thanks for giving us further chances. We hope that future iterations will address some of your issues, like AI becoming more refined (it’s not really "ally" AI, every NPC uses the same set of behaviours regardless of faction standing – like killing their enemy whether they are concious or not), nitpicks being fixed etc.
Thanks for playing and the kind words. The bugreport is very useful. I'm currently looking at the issue with the keybind menu. I hope to move this bug to the "fixed" column soon. https://trello.com/b/8rr6ZIda/peri-june-21-demo-bug-fixes
As with many things, the nade launcher probably will need extra explaining and refining. In real life, the RWGŁ is a blank firing rifle, with grenades placed inside the nozzle. This is how it works in peri as well. The ammo count displayed is the number of blank rounds inside the gun, while an additional reload will place one of the available grenades inside the launcher (they are green round cans in the inventory). The commander gives you less grenades than the gun holds blanks. Hopefully loading in nades will be more obvious when the animation for it is ready.
In case of problem 3: the save file and log file will come in handy to get to the bottom of what happened. If you are using discord, I cordially invite you https://90s.graphics.discord, as this will be the easiest way for you to send the files (and be guided how to find them).
Thanks for playing and for the detailed post, my dude. Lemme address a few things and clear a few misconceptions.
>First of all, the game starts in third person when clearly is meant to be played in first person
Yeah, that was a mistake. We decided to have the player have FPS view as standard with an option to use third person if they wish. Don't worry, writing that camera code took me a a few hours or so back when this was a Ludum Dare project with a very different concept so I'm aware of its shortcomings. And I know people use the TP camera for jumping and sneakan so it will stay.
>I see you trying to make a simulation out of everything
eeeh, just like other imsims, this is often smoke and mirrors. Glad that it gives that impression, even if it's a negative one. Maybe one day it will be stim/response but no.
>aiming has delay and feels physics based,
The delay isn't intentional when scoped in. Thanks for pointing that out. Overall, the aiming/scoping in needs to be redone in my opinion, as is recoil, because it's too simple now, again done back for LD and never really updated. And I'm glad that 'bullet' particle hides the simple raycast and gives the illusion of us using actual physics.
>enemies probably have detailed behaviours that most people will fail to see
The AI is dumb as a rock, in fact. I'm not proud of it at all and will re-write, especially given the critisicm about their reaction time, lack of 'alerted' state etc.
>Also you seem to be, you know, amateur at this
That's absolutely true, I am a poster on the amateur game development general after all. It's a hobby. This started as a LD project and was perfected later over the course of 2 months in our spare time. So jank is you know, time constraints. If anything, give us specific things you find the jankiest and we can focus more on polishing them.
>if you really want to make a good game for people to enjoy
Very good point, this is why we're taking constructive criticism regarding things like camera behaviour, character movement, inventory, dialog and the tutorial very seriously, from people who were masochistic enough to enjoy the game. We do intend to sell it at some point, but we're aware that it's a niche and that we need polish (pun intended).
> I don't care about enginewars, use source for all I care, but from experience I'll tell you that UE4 is way easier for dumbfucks like you and me
My CS graduate friends really strongly discouraged me from using blueprints and recommended learning C++. Just like buying assets, I won't sink to certain lows and will I refuse to use blueprints. I'm stuck with my yandev-tier spaghetti code in Unity's C#.
>My advice is, play more games,
Sorry, no time. All our spare time is spent on getting good at devving. All we've got are nostalgia goggles for old titles.
Again, thank you for the lengthy post, I know it's coming from a place of concern and I greatly appreciate it, but don't worry. We're all gonna make it.
Thanks my dude, here's what I can address:
1. We didn't have time to add an options screen so we cheated a bit
2. Yeah we'll improve upon the tutorial. It was still needed, as in earlier demo you just got dropped at the station.
3. We're aware of the issues with the inventory, we'll fix
4. Great suggestion, I'll put it in
5. We'll have saves at some point
6. AI is both too dumb and deadly now, still going to work on it
7. Of course
Thanks for playing, my man.
>Maybe it's just because I haven't played a game like Diablo before, but the controls felt clunky to me.
Yeah, I had someone tell me the game doesn't work because they expected WASD controls in third person. But perhaps the first person view was more to your liking?
>I'm not enthused about the art style but it is cohesive and consistent,
Hearing that it's consisten is actually a great thing to hear!
>Having things like foliage or even the building you're in get in the way of seeing what's around you throws me even more.
Was that an issue in the dungeons? That shader doesn't work quite so well in the town area. but that will be designed so you won't have to look for stuff behind trees and buildings.
Again, thanks a lot for the feedback
Love the project, Myeowbro. I'm happy my chill spot hasn't been patched out. And now I can sit on the edge and admire the mayhem.
I don't think making the enemies damage sponges was that good of an idea. I liked mowing them down in the previous demo. Felt... tactical, I guess? This is especially an issue with the shotty, which is a peashooter now. Maybe at least make headshots do more dmg, like in the previous build?
You should consider making the projectiles actually shoot from the gun muzzle instead of the camera. having the AI smuggo appear behind your character and still shooting her instead of your intended target is surprising.
Hope you'll find time to re-align the weapons with the character models. That pistol is teeny in the waifu's hands. The slide also keeps moving on the pistol. The rig you're using bugs out sometimes and stops aiming up/down which makes it look strange, see:
I do like the new model overall, though the previous one was better imo. Gave off a cool smug operator grill vibe. Those boots were sexier too.
The melee animation is very silly and the takedowns leave you way too vulnerable. You can bug out the movement if you keep mashing q and t at the same time, trying to go from slide/crash to takedown.
I love the slide but keeping both the roll and slide would be much better (hold down crouch to perform the other for example). You might want to consider basing the slide speed/distance on the movement of the character when hitting the button. Now I can keep mashing Q and having the waifu boost around the level with it like Raiden. It also is a one-hit-kill 50% of the time.
Crouch movement is annoyingly slow now compared to the old version. I'm used to having crouch under C so the previous default scheme was perfect for me.
Auto ammo and smugola cola pickups are a godsend.
Oh, and hold-to-sprint plz