that gpu should work, might be because of windows 7. i'll have to do some testing
Tangenten
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thanks for taking the time to play this, even when the game screwed you over. i definetly need to do better in teaching the mechanics and how the game should be played. that you somehow beat the portal level without knowing that holding jump lets you boost significantly farther is kinda funny, and sad cause the game is definetly designed with that in mind so you missed out on that i expect.
Lots of good ideas, i've started implementing some of them. The wall jumping thing is intresting, they way i've imlemented it is opposite of what most people would expect i think, you have to move away from the wall after touching it then jump. i feel this leads to less accidental wall jumps in a game where you're likely to bump into walls when moving around. but enough people of complained about it where i'll have to consider changing it.
thanks again for the detailed feedback, heavily appreciated
got to the end screen with 4 rangers and 2 mages.
this game is really great, it started slow and felt silly. but by floor 3 when you start to get more heroes in your crew it quickly gets very engaging. the balance between upgrading or acquiring more heroes works pretty well. as its hard to control a longer snake but you get more damage output. i wonder if you cant try and push the snake to be even longer, let the player decide between the trade off. i think the difficuly should be pushed further. it was satisfying to see my rangers destroying everything but i feel like that feeling should be earned.
i'd like the gold to be auto pickuped when you clear a floor, or let the player walk up and grab it.
i feel its a shame you cant dismiss heroes from your crew, but it adds a layer of strategy that might be for the better.
it's a really great demo, i enjoyed playing it
great aesthetic and presentation. the 3d geometry and lightning is great. it controls very well.
i only played 5 levels, so take this feedback with that in mind
got stuck for a moment at the beginning because i thought "R click" meant pressing the R button on my keyboard, but you expected "right click"
i feel like i get to little time to make decisions in rewire mode, if i wanted to do a sick combo i'd have to know what to do before hand. maybe thats the point.
the enemy ai doesnt seem to advanced, just shooting them was the simplest solution, maybe the later levels make rewire mode a must to take them down.
the end of levels didnt feel that great, it just takes you back to the menu
it's super cool though and feels great. i hope you keep refining it
great presentation, ui, graphics, text, sound, music. nothing feels off putting or awkward.
i played 3 rounds, got to 213 panels on the third try. was surprised that i progressed and got better so quickly, and it feels like theres more to learn. in the beginning i thought i would just stumble around and get lucky, but as you do you start to develop some strategies and can clearly feel yourself improving. it's a nice feeling.
i did a crouch dive and ended up under the area where you needed to crouch, and got stuck. had to restart.
on the first mission after the tutorial, whenver i died and respawned the game was bugged and unplayable. no sound, i couldnt shoot anyone. i restarted the game and the same thing happened when i died again. i like the aesthetic, music fits nicely. but i cant really say much other than that at this time.
after fiddling about for a while i figured out how to plant some stuff, water them, and harvest them (i think). i'm not sure what the benefit of the unique control scheme is. maybe you have some plans. but it was awkward to figure out how to interact with stuff and how to use your tool (have to be holding to be using the tool right?). i wasnt sure what my objective was or what i should be doing. it was cute that i could interact with the bed and blinders though.
got to the end in 2:47
lack of mouse sensitivity option made me switch to gamepad, which worked well. game seemingly just exits on pressing escape. maybe thats intended?
the runescape aesthetic is immedieatly grabbing. i like it. leaning into that as much as you can might be a smart idea.
the game plays well, and theres nothing off putting about the presentation or controls. but i cant say it feels unique in terms of gameplay mechanics. interested in seeing where you take the game.