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Steventus

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A member registered May 14, 2020 · View creator page →

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What a funny charming game. Loved your usage of Godot's window functions, I wish I could do that in Unity.

Very charming on the surface but I wished there were more usage of spinning the window. Gameplay was relatively mixed but solid delivery. Art and presentation is very very good and funny.

In the first boss, having the window take time to snap into position when pressing WASD keys can be frustrating to deal with as the window can take damage frmo the X "attacks" if was still rotating back into position. The second boss also had so much attacks and health, I ended up giving at that point. Boss presentation is great nonetheless, with great foreshadowing with the debug menu build, having never used Godot extensively, I thought it was part of the Godot builds in the first place!

The usage of the theme is slightly a stretch. Otherwise, funny and a highly meta submission

What a unique concept, I actually really enjoyed it!

The controls can be quite rough with how often you can  suddenly snap to different bullets during the capture and can frustrate the player. Overlooking that though, the game is really cool. I imagine multiple alternate ways to implement this where you "directly draw the circle on screen" and capture bullets that way.

It can be a bit rough on the player having to hold left click constantly while catching bullets, perhaps include a seperate button for "firing" the capture bullets, so its easier for us to focus on movement and telekenesis.

Very fun and cute art too!

The presentation is the stronggest part of the game, but the gameplay feels lacking polish. As some players have mentioned, the melee was an extremely powerful weapon, and all the other weapons feel way too weak to use.

All I did was run up to each boss and smack them with the melee and breezed through all the bosses.

Music and art is top-tier but I find myself occasionally confused which part of the map is a wall, and which part is a floor sometimes.

I enjoy the fast-paced action take your game has here. The simplistic cutscene at the beginning was suprisingly enjoyable as well!

I find the spinning attack to be quite hard to use because it'll always get me into attacks from bullets but the fire attack is quite strong. What ended up happening was I just relied on spamming attacks and never really used the spinning attacks that much.

Quite fun though, solid submission

Solid game! Simple controls and slow-paced meticulous action game that actually has quite the good amount of depth.

The pacing is probably one of its strongest parts, which helps players ease into the gameplay and the advanced attacks. Very reminiscent of soulslike combat with meticulous input required for each attacks.

Heya Piggy! Thanks for playing!

Yeah the controls were something we definitely could improve a lot on, in fine tuning and making sure the mechanics feels polished. Appreciate your thoughts on the art, the team was super in preparing all of the great stuff!

Fellow rhythm game dev! Saw your game from your review on my game. Wanted to check it out.

Solid game base, and I echo a lot of what other people have mentioned about it being a hifi-rush feeling game. The inspiration is definitely there.

I think there should be more SFX for enemy attacks, it becomes very hard to time when enemies are doing multi-stage attacks (the laser projects for boss 1 and the multi-bike attack for boss 2).

It can also be quite punishing when you miss just one dodge and am forced to take damage for multi-stage attacks (the laser attacks come to mind).

The rhythm aspect is particularly find but I find myself having to "re-tune" myself to the music multiple times, I think the music could use with stronger bass to really tune into the music. Maybe.

Otherwise, sick!

The team all loves the totally-not-hatsune-miku too!

The implementation of the theme can be stretch but the game is actually insanely fun.

Very simple controls and premise that is extremely easy to get into. The gameplay loop is very simple, reminiscent of mobile-game design but the mix-up with the green guys is a great way to introduce variety and keep things interesting.

I find myself always constantly having to remind myself about which keys to press for which attack, maybe consider adding some UI for which button to press on which area?

Otherwise, really fun small game actually!

This is VERY Promising! Extremely interesting take on the "player-moves-in-an-orbit" implementation of the theme.

I think the game has a lot of potential to be this fast-paced, ninja-gaiden inspired spin-around enemies for fast-paced action. The artstyle and the black-and-white pallete lends alot to the imagination and can make for a highly stylised game. 

Controls are smooth and game is easy to get into. I think the camerawork could be revisited as it can be quite disorienting for the camera to move around that much, especially in trying to find the boss.

Boss fight is very easy though, if you position right, you just have to put your pivot into the eye and you instantly win.

Otherwise, very solid foundation for a good game

I enjoyed the game's more fast-paced take on action, very hack-and-slash vibes. Rough around the edges though

Good start with the list of mechanics for the player kit, I just wish I was able to aim at all direction as opposed to just straight ahead for the player. The mechanics as a whole (jumping, attacking, combo, charged) has some inconsistencies that make it hard to get into.

I wish the movement feels much better but its pretty rough, grappling mechanic is a great mix to add verticality into the gameplay but it feels inconsistent whether I can use it or not.

Game has a solid start but rough around a lot of edges.

The presentation is a good start with music being a particular highlight. The art is but upon playing, lacks consistency, direction and doesn't really support gameplay elements.

Going in blind, I was confused why I wasn't able to deal damage to the boss, I think there needs to be more feedback to make that abundantly clear. After figuring out parrying is the only way to deal damage, the game is essentially a waiting game, which can be quite dull.

The player should at least still be able to deal damage to the boss directly to feel satisfying.

Game is real solid! Valerie is a particularly fun character for me ( I love melee!)

The game deserves a lot of praise, combat is simple and well put together, it's a great slower-paced hollow-knight esque combat, which much more deliberate slashes. There's good pacing in the action which I enjoy, the large variety of bosses and the great presentation.

I want to shoutout the music being particularly great in the game, really pulls you into the action.

Only nitpick would be that the controls can take some time to get used to, dashes are very slow and some attacks can lock you in which is rough. This comes from the perspective of a DMC player that really enjoys fast-paced slash-em-up, so take it with a grain of salt.

Thanks for your thoughts!

The controls is something that we definitely needed to improve on. You've echoed a lot of what other players have experienced, where they still seem to miss despite inputting hte correct moves.

Presentation is really well done especially with the second boss but gameplay feels lacking. The spinning drill feels underutilised other than it being gimicks for movement. It would have been cool to have a worm boss and you drill underground alongside it, maybe.

Animation, art, sound is pretty solid. The game is a bit janky, clunky and not entirely smooth. Movement feels slow, choppy, actions are heavy with each swing forcing the player to ground itself - which creates a really weird feeling of whether the game is supposed to be fast-paced or slow paced.

The best parts of the game is how it looks and sounds - that's awesome sauce there

Stellar game, some really well made visuals and presentation here throughout, your team did great! There have been a few games that utilise this orbit movement mechanic and the way its implemented in your game could be improved I think.

The autofire is a great mechanic, but the lack of a cooldown for changing orbits makes the rotational movement portion of the game redundant, letting players only stay in one part of the map as opposed to moving across the whole arena.

The squid boss attacks could be improved but the moving vulnerable spot makes for a very interesting movement-based boss fight.

I really enjoy it and see potential for an interesting action game.

What a hidden gem, extremely fun bosses, great weapon choices and really stellar presentation! I think more people should see and try out your game

As is with all games with unique mechanics, the controls take a significant amount of time to learn and get into. It can be off putting how much effort it requires to fully get used to the controls but beyond that, there is great potential in the game.

Presentation, sound and everything is solid. I just wish the player doesn't take insane amount of damage when crashing into the planet (when you're getting used to controls, you may press the wrong control)

Great implementation of theme to really create a unique game.

The theme integration is a bit of a stretch. Gameplay is simple but solid. Simple ranged combat that gets slightly hectic and chaotic. Swapping weapons seems redundant since they're all just weapons with different stats rather than offering different weapon behaviour (maybe the sword throws 3 swords in an arc, the hammer stops after a very short distance etc)

I find myself swapping weapons instantly after every throw to try to animation cancel and spam weapons though, so that was quite interesting.

Solid game, with the way the upgrades are distributed, gives a lot of potential for rogue-like escalating builds. I didn't spend as much time in the game but it is solid as is.

The typing mechanic is an odd integration and doesn't feel as well integrated during the whole gameplay. But I do see the intention of wanting to be able to cast multiple spells.

Solid

Solid fast-paced BagPiggy classic. I quite enjoy the iterations you've taken this time - the lack of invul frames and the shift to more ranged-based combats really opens up the boss attack patterns to be more bullet-hell style.

The depleting health and the melee attacks are quite fun and well executed but I wish more was done with it.

Boss designs are really well done and not a pushover at all, had to retry a few times. I find the last phase of the second boss a bit rough on the edges due to the frequency of its attacks blocking the players' bullets. 

Really easy to get into and have fun.

The presentation is actually pretty solid and I really dig into how everything looks! The shader work has good foundations but could use more work, there is difficult in differentiating the hills.

I love how big the arena is, makes driving the rover pretty fun.

The player kit is pretty simple but driving the rover is quite rough. The game is essentially a run and gun but having to constantly fight the camera while trying to shoot behind you is very rough on the experience.

Solid start.

Game is extremely solid! Mechanics feels a bit clunky but with the dodge roll being particularly off to play around with. I've only fought the worm and Nexa and Nexa feels extremely overtuned (unbalancedly difficult) with the worm being hilariously easy.

Presentation is extremely stellar though! Music is nice~

Having everything spin including the arena and the player kit is particularly nice, but I find the automation rotation of the player kit more annoying than interesting. Spinning arenas are great, and its extremely high speed in Nexa is actually quite fun!

Hey thanks for your comments! I take note of your comments on being stuck, that's something I typically work on with level design but tanking multiple hits would feel terrible. I have a few ideas in mind such as instantly respawning the player somewhere near perhaps. Thanks for your feedback!

Thanks! Great pointers you’ve made. I havent considered a lot of them especially on the moving camera since I added it for visual’s sake. 

The best part about this concept is its execution. Many games tackle the "gravity-bending" concept frequently but the way the game is put together, including the lack of a tutorial and more of a "just-play" way of doing it is great.  Thoughts:

- Presentation here is phenomenal. It gives off this airy, horror-esque vibe that it feels reminiscent of the SCP universe. I'd say 4/5 presentation because of the lack of audio and sound effects to really fill out the environment.

- I genuinely enjoy moving around with the gravity twisting and camera moving around. It feels quite intuitive and while I'm not normally a puzzle person, this was a pleasant surprise for me.

I bet you included the flashlight just for the pixel normal maps right? It looks great.

Hey thanks for your comment! That's alright, the game is indeed quite action-heavy and fast-paced in that retrospect but I'm glad to hear that it's satisfying for you despite being outside your comfort zone.

Hey, thanks and really appreciate your thoughts!

I'm pleasantly surprised people are digging the minimalist/arcade style to it and how it appeals to an arcade sort of feel to it. Take note of your input on the enemy health, I guess it's time to actually make assets!

Controls are definitely bugged yeah - if it works, it works, otherwise, it's buggy as hell. And your thoughts on the tutorials are really interesting, I'll at least be sure to make it more intuitive (and close all gaps).

Thats an interesting note on being able to destroy the different enemy type. Thanks for sharing your feedback! Really appreciate it!

Haha, something rhythm based at least, as someone coming from an avid rhythm game genre. So I was mildly dissapointed

Swell game, very fun, interesting take to bring-in the player agency back into the autoshooter genre (the survivor-genre, in your words). Thoughts:

- As the game progresses, the sheer number of enemies certainly bring in that feeling somewhat, when you get escalating upgrades that lets you either run away faster or deal with the increasing hordes better.

- I love the aesthetic you're going for. The art and music really blends well to create this insanely, intense feel - similar to ULTRAKILL kind of vibes. Great choice to go for the breakcore kind of music. Only concern was the fact that's its really hard to tell where you're aiming (lack of a cursor) and where enemies are. Otherwise, love it.

- I think you're missing some potential here, as you're going for a survivors-like horde shooter. Since you're adding back player agency and adding a twist to the autoshooter genre, the kind of gameplay you're going for might differ abit. I think the skeleton is there,  consider streamlining the upgrades you get so that rather than just "stats increase" upgrades, you just get more "weapons" alongside your main gun - this lets people understand the upgrades they are going for much easier - similar to Vampire Survivors.

- Piggy backing on the above comment, I can't quite say for sure how you should consider augmenting the gameplay - you can either give the horde some form of range attack, or change up the arena at intervals. The fact that you can attack and destroy spawners is  great mechanic on its own and is an interesting path to take. Maybe different spawners spawn different enemies with different behaviours. It's hard to say. It depends on what kind of feeling you want to evoke.

- Controls feel alright, arena can feel confusing as I can find myself backing up then all of a sudden, didn't really realise I hit the border. Perhaps give the ground some texture, so it's easier to tell if the player is moving, or has stopped.

-The gunplay feels good, it has this erratic spray-and-pray feeling to it which is great for this kind of hit-and-run style of shooter.

- Game is honestly fun though. I find myself replaying a few times to really get a feel of the game and upgrades - good start to the variety of upgrades you have.

Very solid prototype and I enjoy the work you've put into this. I'll be keeping a close eye on the progress!

Neat little game! Unfortunately, I still got stuck even when playing on the downloadable version of the game. Thoughts:

- Mechanics feel solid and good. As a platformer, jumping is great, and even allows for you to do some simple precisiong platforming. Air control is nice and tight. So controls are great!

- Navigating around the UI and the pause menu is easy and intuitive, good job on that! I was able to move around and play the game purely from keyboard.

- Some nitpicks, the obstacle design might be a bit confusing and I didn't realise the liquid dropping from the ceiling would damage you. Making dangerous enemies more clearly and obvious would help round up the rougher edges of the game.

- Game difficulty was alright, nothing to note. The game gives off a casual charm so the difficulty was very simple and easy, which I think fits well.

A great tech prototype and with a lot more work on the game feel and additional qualities, there is potential for it to be a neat little fan game. Thoughts:

- Controls is clearly built for very fast-paced, large environments and for that, I like. The climbing mechanic works fine but nothing extraordinary. Controls, all in all, is exemplary actually - great animation work, everything works really well, and it's a joy to move knuckles around the level. (after you rebind the controls in the options). I recommend making the camera automatically follow behind the player, so the player is focused on movement, rather than having to move the camera around too, except for certain sections

- During precision platform sections (Level 3, with the abstract graphics of red and green moving platforms), is where I stopped playing. I find the current control scheme is not suited for precision platforming, which is fine, because I have a feeling that's not the kind of level design you should be going for anyway. But if you want to retain precision platforming elements, I recommend making it so that the ground slam attack locks the player character in a short "slam" animation so you can pinpoint where you land. As of now, the player character will still slide a bit after it slams, making it hard to nail jumps.

- UI is good. UX is a bit off, the radar system can be annoying with its constant beeping. Animations work really well. 

- The momentum-driven gameplay is good, lean into it.

Very nice, has potential for high speed platforming. My 2 cents.

A bit confusing entering for the first time but I got the gist of it as a puzzle platformer. I like the idea that you have a general list of platforming mechanics you can interact with which you "adjust" or "tune" with notes you found around. Some thoughts:

- Tutorialisation is pretty spot on I think. You introduce all the mechanics pretty well and all in all, while there's a bit of a bump in the beginning in trying to understand what the game is about, the average player should be able to pick it up after a bit.

- The way notes interact with the instruments is in general, quite rough though. And I find myself being fling by the instruments as opposed to just wanting to change their tuning. The tuning itself is also somewhat confusing and I find myself unsure which tune colour is the strongest or the weakest. Maybe you could consider simplying the number of tuning you can do to just 3 colours? I imagine that would also make your level design simpler.

I think the messaging and the game presentation can overall be improved to say that this game is a puzzle platformer. The art aesthestics is actually quite unique and I find myself intrigued, only to be mildly dissapointed it is a puzzle platformer. That said, the unique twist of being able to "tune" platform/level mechanics to varying levels of strength is quite nice. There can be much much more polish added to really emphasise on this tuning mechanic.

My 2 cents.

This is pretty neat for a graduation project! The gameplay is quite simple and easy to understand but what really shone through is the controls actually. Some bits:

- Gameplay, as mentioned, is solid. Controls are easy to understand and flow really well. They're pretty solid for a platformer game and I have no qualms about it.

- Camera could use a bit of work. If you would expand on the game, I think panning out the camera so that you can see below you better is preferable. In fact, if you make it so that there is an ability to pan the camera down (Such as when you hold crouch for a period of time) to see below, it'd be nicer.

- Graphics and art is nice but its the pixel scale is not scaled well yet. The UI in the main menu feels inappropriately scaled to the actual in-game and this disjoint causes minor immersion issues. Otherwise, art assets are greatly utilised.

If you were to make a future sequel, consider revisiting your core gameplay mechanics and think on how you can expand on it. The way Celeste did was by adding new world mechanics as opposed to new core player mechanics. New ways to interact with the world creates interesting ways to platform, and by extension, new content.

Hey, just realised I've forgotten to reply to this.

Big thanks for the in depth review! I really appreciate your thoughts on this. I'm glad the attack patterns work well with you. I've received a mix of reviews so I'll have to look at all of them in breadth and see what works and what doesn't.

Super duper take note on the jump angles - I've also got some personal itch with it but I wasn't sure whether to make it more lenient so your feedback really helped me over the edge to commit to making it more lenient.

I couldn't dedicate as much as time as I needed to onto level design which was a sore requirement for a game of this type so that's something for my heavy consideration next time.

Thanks a lot for your input. Really appreciate  it!

The game has a lot of good polish in here and I actually really like what I play! Some thoughts:

- A staggering amount of sound FX that help lighten up the whole presentation on display here - it's seriously amazing. There's alot more to be said about the aesthetics which, while simple, is more importantly cohesive and serves the purpose.

- Slow mode is a good addition for a guy like this but I can't quite seem to find the right place to use it yet. That's just something I'm kind of not sure about. But really, this is just nitpicking

- Gameplay is smooth and easy to understand, although I didn't realise the rocket used normal ammunition - I was under the impression you could only use 1 rocket per "bounce". Otherwise, very nice!

Really enjoy your game!

Hey! The DOOM feeling is something I'm actually planning to evoke so I'm really glad that it shone through for you. It's partially inspired by many boomer shooters (specifically, the high-octane movement) to give rise to this sort of pinball-esque gameplay. I'm really happy it resonated with you.

Thanks a lot for your other pointers too, something for me to keep in mind! Appreciate your deep input my guy.

The game is pleasantly charming in a good way, and there's quite a lot to love to be honest. Some thoughts:

- As mentioned by Lily of the Void, this game is positively dripping with charm - I love the sass. If you are thinking of taking this game further, consider giving each character more specific personalities though - but otherwise, this light hearted banter is great!

- The combat is however, somewhat lacking.  Perhaps I am missing something, but all I do is use the skeleton to activate the cannon and just spam attack with the captain - rinse and repeat. The enemy AI might have been bugged but attacks were working. I also see no need to use the dash, or the shield mechanic.

- I see potential in how you utilise the swap mechanic though - with auto-reloading, and shields that activate only when you swap characters away. I imagine other characters could be "turret-mode" chaacters tha activate its full DPS potential when swapped away as other potential ideas. Great design pillars, implementation just needs work.

- Great art and music, presentation as a whole. Music also fits to give this a very light hearted theme, very easy to go into and have fun - even the parrot is such a guy.

Honestly, pretty nice. I wouldn't say its engaging - but it's a great cohesive project.

WE love you for loving the game and the soundtrack! Our composer put a lot of work into it and I am his biggest fan!

Wasssup Aru!

Love your in-depth comments and I super duper appreciate your breakdown on this. Better visualisation/communication on how the platform works is something we could definitely spend more time on but we opt for it to be this way - something to look into after this jam I suppose!

I'll also definitely look into the camera movements, I think that's something we were still grappling with - having to balance either giving focus to player, or to arena. It seems there are multiple comments suggesting the former. Appreciate your thoughts!