ooh thanks for the links :) yeah i found the door (and the jumscare x) ), was cool :)
Teluri
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just played the updated version, conrats on the perf gain, it run quite smoothly ^^! the part past the pipe is a bit buggy (you can fall between the wall and the ground, and the part past the stairs seem to be missing) but whatever, its great, thanks for the update :D
oh also, i need your secret for concrete textures lol
amazing concept! gameplay is a bit rough, for example, upgrades requiring max ressources of everything make goblins randomly ruin your planning just before you buy the upgrade, or buying more than the max could just auto yeet.
but beside that, amazing concept, could definitively see this being an actual game
i have to say i raised an eyebrow when i calculated that i needed about 6-7 fingers to kill the first enemies, that definitively doesnt sound like a viable long term battle strategy
but imo they are fine, they are secretly salamanders, its visible by their eyes ;)
beside that, havent played persona so idk if that come from here but the idea of cutting stuff THEN having an action round is a bit dangerous for game tempo, like, you’re basically doubling the amount of turn you feel like you go through. thats also the 6-7 fingers bothered me, thats 2-3 turns of actions, with being able to do something only with 2 char out of 3 because if you either use as much ressources as you generate in the sacrifice phase, or you use more and always have to waste a character action because you cant stack up otherwise (not counting items or checking the enemy, imo its not part of the main gameplay loop (im biased i cannot be bothered to use an item even against the final boss in rpgs))
first, the game open in screen 1 not in the main screen, which can be an issue when your main screen isnt your 1st screen. now about the game: the visuals or ok, the textures & normal maps does the job well, tho its really empty. maze are bad level design but you did solved it a bit by having it going down to indicate where to go, so good point to you. also, lantern might be burning a bit too fast, seem like it could use more error margin
love the vibe, it give of blade runner/the 5th element studios vibes with the shutters giving it a star wars 1 (or 2) vibe (yes, the shutters). unfortunately, the lack of crosshair make it really painfull to play, especially scrolling the damn screen because of how thin the zone is O_O. i gave up at typing a code, im not guessing what key im gonna hit, nope.
ok, a trick for anyone who would want to play this: launch the .jar instead of the .exe, solved the issues for me.
anyway, back to the review: the core concept is interesting but it need more in depth, like more variety in things to buy or visual feedback (for example, took me a moment to understand that orbits were “sockets” for others upgrades because it had no visuals to indicate orbit availability)
woow thats a cool game! there’s some issues, like how the collision system handle diagonal surfaces (idk for unity but in godot its what you would get by doing move_and_collide instead of move_and_slide). i really like that you made death not very punitive. couldnt reach further than lvl 3 but im definitively going back to it someday to complete it :D
oh i see. to be fair, i think your textures are fines overall, the normal maps does the job well, what i was talking about is just some specific textures that are too subtle to be visible through the low res. imo you could definitively try to go for a 50% res, imo low res does wonder to sell a mood, especially in combo with the rest of the visuals. (oh, by res i do mean the “pixel size”, not the screen size, just to be sure)
great game, i wish there was a desktop version to replay it later, this look like it has a ton of replayability, its really neat
tho one thing that is missing imo is some color indicator on stats to see if they are dangerously low or high to be able to make some quick decision, rn the time required to check individual stats goes against the concept of a RTS
not a horse fan myself but i’ve heard stories about people can be dedicated to it and looking at how the legs bend i think i can guess safely you’re well verse into it ^^
great visuals, a lack of visual feedback on the shotgun but thats all gameplay side, the “dirtying” is a bit too fast and leave no room for error
interesting visuals and concept. controls are a bit rigid and it can be barely possible at time to see pitfalls edges. oh also you can get softlock by spamming E on a charging station if you’re too much in a hurry (couldnt retrieve the lightbulb anymore from the source)
edit: checked the page, im definitively going to play the fixed version, i definitively want to see the whole thing
interesting concept, gameplay work fine (im an idiot and forgot to check the entry page for controls so i played the whole thing without rotating ^^’)
the only issue i’ve found is that you’re not locking controls during the trap animation and can end the run before even starting it which can be a bit confusing at the first run when button mashing to see what does what ^^
quite pretty but gameplay seem to be overcomplicated and like, no. im not going to remember every fact about each person and every changes in the log just to find the wrong one. maybe if you could run and/or if the teleporter stayed on the last number to allow fast back and forth and/or if you could bring the list with you but there it just feel like a chore