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SPECXHT

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A member registered Aug 26, 2020 · View creator page →

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It was the door after 14:45 in my video. Played on Windows 10. I didn't really notice the music cutting out while playing but yeah when I watched the vid now a bit it seems really odd! 

I thought the difficulty was fine, I just kept getting clipped by ranged attacks. The gameplay of the map was fine I think its just that everything looks very similar and it gets extra noticeable when there's no map. 

If you don't want to rely so much on the map; one way to make it easier to find your way to different rooms can be to have some color coded lines on the floor to follow. Oh and it would be nice if locked doors were very clearly marked locked - a really bright red light tinting the ground and walls around it could work.

Yeah I have the same demo version on Steam and it's been fine. Maybe just Windows being Windows... still, annoying.

I saw it! Thanks a lot. But I was a bit busy at the same time so couldn't interact.

Malicious huh, that's really weird. First time I've heard that. I'll have to look into it, although there shouldn't be any difference from previous versions that would trigger something like that.

Played through 5 waves. Game looks very good, really like the menus too. Options only really need rebinding.

The big problem with the game is that the gameplay just isn't all that interesting; the plants never did anything to me, and the ranged enemies' projectiles are too fast and hard to see that getting close to them is just pointless. All I did was stay as far away as possible from all enemies and snipe them, using the dash as a sprint to stay further away.

Some ideas I had while playing was to first increase the distance fog so you can't see enemies far away (I think it works well with the graphics style) and maybe change every encounter into arenas instead. So you'd get locked into a smaller arena as you walk forward and then the enemies' would teleport in. If you'd combine that with slower enemy ranged projectiles and have them more lead their shots as you move I think it would be more interesting than just holding S and shoot.

All the levels are the same, got a winter theme once which was neat but the level was the same.

It never feels good to get a potion from a chest because you get them after an encounter and then you have to sprint to the next enemies just to make use of it. Making them items you carry and can activate when you want could work.

It should be clearer what objects you can interact with.

It looks great but some animations could be more interesting and weighty, like jumping and skeletons' walking.

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Really cool game, kinda feels like playing Descent in BLAME!. Although the the environments get a bit too samey after a while.

I was surprised how intricate the intro was already, very good. But it needs to be skippable too.

Resolution doesn't save for the dropdown menu (restarting the game and opening menu -> still set to 640x)

Need a frame limit option (and V-sync).

Need invert mouse Y axis option.

Having a flashlight would be nice.

The slowmo thing feels kind of out of place, wondering if it would be better without it. Maybe its there to make it easier to grapple? I'd prefer to improve the grappling hook. 

Boost should probably accelerate more - so you can dash dodge in combat better.

Having a bit of rechargeable shield HP before hull might be a good idea? Maybe something you unlock later.

Performance is pretty unstable - it can go from 120 FPS to 55 just when looking at something else. Also it seems its not rendering that takes up the most, when using slowmo FPS goes to 300.

The grappling hook is cool but it can't feel pretty janky sometimes, especially when trying to get over ledges that you can't stick to. And especially janky when trying to traverse through spaces with a lot of beams you have to attach to. I got a bit sick of it at the place below and quit, too much looking for places to grapple too and everything being different shades of gray. 

I played through the demo. I am a bit confused about what the gameplay really is in the game, I'm just clicking on the missions that appear and stuff happens.

What the hell is this dialogue? lmao. 

Other than that its pretty meh with lots of grammatical and spelling errors. Story is weird with things just happening, no idea who the player is supposed to be.

Should be able to click with mouse to advance intro.

Last intro test was skipped automatically.

But my biggest complaint is about the UI, its very unclear what is interactable and what isn't.  For example this doesn't look like something you can click at all:

The different resources are, to my knowledge, never explained. I would be fine with just being able to hover them with the mouse and get a tooltip.

Outcomes of missions don't tell me anything, what difference does a critical success and a failure do? No idea. Maybe different skill increases, but I have no idea what difference they do either. Should introduce much earlier uses for the resources, and make it clear what role they have. 

UI should be more consolidated, right now I feel like you're looking all over the place and its not organized at all. 

Nice terrain graphics, cool generated terrain shows promise.

There's no borderless fullscreen.

Need invert mouse Y axis option.

I feel like you should be able to pull yourself up on ledges, often with the grappling hook you will go towards a ledge and get stuck on it.

Grappling hook is pretty awkward, I think it should always pull you towards the hook point. 

Blood splatter takes too much space, just a little bit on the ground can cover your entire screen.

Most of the time I kept dying out of nowhere (usually from some enemy that came up from behind, but its very hard to notice before they are right on top of you), pretty frustrating.

Gameplay:

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Finally more orb likes!

Great main menu, if there's no secret to find by shooting the wall there needs to be.

 Windows cursor is drawn above the crosshair in the menu, and no crosshair in the actual game.

Only up to 140 hz in the options, there are so many different screens these days I think you gotta have a slider. Or find and use all the monitor's supported modes, but that's janky as hell in Unity...

Need a basic melee fallback, I was fucking around and had no ammo left at one point, with not options. Was lucky I found a shotgun in a box.

There's a lot of assets already, but the environments can get pretty samey so there should probably be a map (I instinctively tried to turn it on all the time).

I think all projectiles should have tracers, sometimes when you shoot and you miss even though you clicked on the enemy it feels really bad because it kinda feels like the game eats your shots. Probably my biggest complaint.

A door next to the boss (first?) might've bugged and locked itself after I had already been through. 

At one point it said I had a pack of smokes left but I didn't.

It said I had a max of -3 ammo for the pistol one time.

Sometimes when loading something for the first time (like when shooting a shotgun) it stops and hitches for a moment while the assets load.

Gameplay when its been uploaded: 

hell yeah brother

Thank you very much everyone for playing and leaving feedback!

Played up until the locked door that requires a key, couldn't find it anywhere. Knight didn't want to talk to me again after I talked to him the first time and then died, lockpicks couldn't (?) be used.

Love how the game looks. I realise its an early version so I won't go that in-depth about most things because they'll probably change anyway. But some stand out things I noticed were how hard it can be in certain areas to navigate because it looks very samey, like the starting area. Blocking needs to briefly stun/stagger enemies or there isn't much point to it, rats were extremely annoying to fight without getting hurt.

A very promising project, hope you keep at it.

Sure, specs:

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Cool game, great graphics, nice sfx, banging tunes (very important). Played through the demo. Lots of different types of enemies already which all look good. Don't have much constructive so say really, keep doing your thing. Biggest complaint I have is the ~1s delay in the menu when pressing something. Also some score counter is needed but I'm sure you have that planned.

Maybe mouse movement could be nice, when playing with keyboard for more precise movement.

I don't know why everyone is trading human body parts but it's good profit!

Could become pretty great if you guys want to expand on it, with more intricate traveling, trading, and fighting. 

Would be nice to see the price you bought an item at, must I use my brain...

Game is begging for more inventory tetris with weird shaped items.

Great art from Mew as always.

Great job, finished in 23 min. Looks good and I like the animations. Player animation transitions could be a bit better.

Some player attack FX did not show up til I died once.

Dialogue text is hard to read while its being printed, it should be left aligned so it doesn't move while it's being printed.

The lizard's digging ground attack sometimes hurts you outside of the dust cloud AoE, shouldn't happen.

Character doesn't always turn towards where you click and attack. Probably should.

The "ultimate" attack doesn't really feel worth doing.

Hard to tell when you get hit, needs some more sort of feedback.

I am wondering if playing the same boss when restarting every time would get dull quick, I guess you could always have multiple different ones that can spawn or something.

Bosses need slightly more attacks I think, or movement options. Seems pretty easy to cheese them into using the same attacks.

The character's different attacks aren't all that interesting. Spamming at random seems good enough right now.

When loading an image of the level pops up for a few frames before the loading screen.

You can animation cancel with dodge if you press it right after an attack. Should probably not be possible.

I think the combat right now is a bit too "hit-n-run"y, seems like the best strategy is to dodge in attack once and dodge out. The character moves so slowly, using the dodge is faster and without a cooldown so I was pretty much hammering space the entire time.


Video of my last fights: https://streamable.com/jxfz2q

Thanks for the stream, it was fun!

Played on android. The apk size seems extremely high.

Looks very nice and polished, really good presentation.

Choosing a character should take two taps.

Some screen still had PC button prompts.

Very easy to understand, just started playing right away.

Plays well on android, only annoyance is that the diagonal drags you have to do can feel finicky sometimes. Makes we wonder if it would be easier to control it with a up-down-left-right scheme instead (up rolling top-right etc), maybe a control option?

Thank you very much for playing.

Auto-battler deck builder, quick to get in to.

It starts extremely loud, had to lower it to about 5% to be ok. The "card chosen" SFX is still too loud though.

No way to remove cards from board? Other than random events?

Some of the units skills could use some explanation somewhere what they actually do, e.g. fortress.

All that AI art but only one background?

Is mana supposed to go above the max?

I don't get what's happening in this part, feel like I'm missing something...

I played up til this event where something bugged out and I can't progress. Clicking skip does nothing either.


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Digging the metal theme. Played with a controller.

Sometimes the menu bugs out (happens when pressing the back button on controller I think). Can sometimes select UI elements in the background, are you using Unity's auto feature for the UI navigation? It never worked well for me at least and only way I found to do it properly was manually setting it all. Had to Alt-F4 to get out of these situations:


Radio is cool, but sometimes it stop playing and I have to switch to get it playing again. Stutter when loading a new song. 

No selected option UI marker for the ingame Esc screen.

Some objects that you can run into are really hard to see.

Some enemy hit sounds are very annoying, killing a lot at the same time can get very LOUD.

Rotten breath radius is sooooooooooo small.

Are there weapon combos that you can get and use into? A staple of the genre.

I don't mind the large screen border, but I know some players will. But I do wish there was some more space on the top and bot so the viewport isn't as wide. Stats that you can see in the pause screen could probably be on screen at all times, on the left?

I thought I unlocked all characters without paying, but it was just not updating the displayed gold amount.

Outline broken on Carpathia/Sabina:


Also saw some "elite" enemies that had some outline seperate from their sprite.

Blocker enemies are too weak.

It doesn't look like enemies are getting teleported as you get far away, which they need to. Especially important for elite/boss enemies. Right now it looks like you can finish a whole run by just running away. Hey there's actually a border for the map huh.

Surprised that there's no "stereotypical looking metal protagonist", like in Metalocalypse, Slain, Brutal Legend, etc etc.

I don't think you thought this graphic through LMAO:


(I know it's facing the "wrong" way, but still.)


I am impressed with the speed you can get all these projects out.

This is excellent, really enjoyed it, and I'm not even all that much of an anime guy. Played with both KB&M and controller, but mostly controller - Xbox One.

Footage of one fight:

https://streamable.com/dqkbj7

At first I thought breaking posture wasn't worth it because of the low damage, but it makes sense if it's a boss rush game. And you can get some cheeky free hits in so its fine.

Hitting deflects feel really whimpy and made me not won't to use it that much. Some effects sound like a fucking cannon going off but deflecting is just a little tink. Flashier FX too, Sekiro being the benchmark of course. 

Hits could use a little more oomph too, both on the enemies and you. Often I'd not notice I got hit. The hit sound sounds more like a glancing hit than a proper good one, could be meatier.

Sometimes the charge attack doesn't hit but I swear the sword is inside her fucking body, please...

Great performance, except for the 2nd phase of 2nd boss where it drops a lot. Mostly when inside the room, probably something to do with the smoke. Using a 3080 Mobile, with a weird display locked at 102 FPS.

My OS is in Swedish so some button prompts are fucked up, Shift and Space for example. If you're using the new input system you should be able to get non system specific button names I think. Needs rebinding too.


Some animations can use some improvements, the running ones are pretty stilted. But all the fighting ones are great, no negatives there. There's something odd about the sprinting animation, like her body keeps jutting back and forth, mostly visible with a locked on camera:

https://streamable.com/j5906a

 No victory message for the first fight, she just kinda lies there staring at the sky.


Something is wrong when using a controller moving at certain angles (I've checked too and as far as I can tell mine is working properly), gets jittery and slow:

https://streamable.com/jj4e0y

But I still prefered it to KB&M, tried to avoid moving in those directions. Works perfectly with keyboard though.

The camera can be annoying in the 2nd fight, like its both too slow at keeping up at times and at other times its swinging around way too much. But FROM can't even get it right so uh good luck! 

Not all objects get transparent when occluding the view, hard to see sometimes 2nd fight.

I completely missed that there were another set of abilities and played only with the first one, whoops.

The moveset is really fun and intuitive to use. Nothing bad to say about it at all.

Wall jumping can get very silly and you can endlessly roll around the walls in the 2nd fight. You can almost cheese the fight too if you get her outside in a corner and just spam jump. But most of the time she can get out.

Bosses are hard, especially 2nd one. First one didn't take that long. 2nd felt like she had some bullshit attacks at first but when you learn the fight it's fair I think. Really good job on the bosses, and they require a bit different strategies. 

Now I just want more to fight. Great work.


Accidentally closed the browser once but I think I got everything...

Thanks for playing!

I really underestimated the amount of people that want to play with a gamepad, I'm very much a KB&M player myself and I think it shines through. But I really want to improve the gamepad support so its something I will work on.

It's the craters map right? There's a static artillery enemy on the opposite side from where you spawn and the shadows are from its projectiles. There's a radar on the top right but I'll admit that it's not that easy to make out single enemies on it, it wasn't really the point of it. I've been thinking about adding some markers when there's just a few enemies left so its obvious where they are, the functionality is already in the game actually.

Thank you for playing!

Yeah that's pretty much the idea, the core of the game is very simple. Run and shoot. I have been a bit surprised by how common it is for players to ignore pickups and leveling up though so it's something I will work on.

Heh that's kind of what I figured. I think just more different ability effects would go a long way.

This was fun! I played up to and killed a demon lord, and took heavy casualities. Pretty punishing but didn't seem too hard, although maybe you could take it even a bit slower after the tutorial.  Feels like XCom meets Into The Breach. Are any of the assets placeholders or do you consider it set?

Tutorial was fine.

The sound when changing volume is very grating, please change it. Didn't like the sound after selecting an ability much either.

Seems kind of odd that there's water inside the rifts but alright.

Alt-tabbing makes the enemy turn order display stuck, tapping alt again fixes it. Does it matter? Dunno.

Inactive skills being in an "Inventory" feels pretty odd, should probably be named something else.

Game looks pretty deep with a bunch of different skills and things to do.

Some dialogue boxes go away too fast.

Fights are really fun with a lot of different options to you, good job. Seems like they will get very crowded later though. 

Minor things:



My first venture into Galduen didn't last long, I got stuck in the tutorial...

I somehow managed to brick the tutorial, while trying to go to Osur-ei I just couldn't get it to work (tried clicking everything) and instinctively tried to reorient the camera with WASD which sent me back to the start and I can't seem to click anywhere anymore. 

This is where I got stuck, clicking the system, the travel line or anything does nothing. Also is average number of possible accidents really supposed to be -192.2?


Then after pressing S(?) too many times I got stuck here.


In the tutorial while going to the lagrangian point the character says "as you can see the momentum is increasing" but the meter is empty, also you can barely tell fuel has gone down because the top is obscured by another UI element.

No "preview" of the momentum change when hovering a travel line like there is for fuel.

WASD does seem to reorient the camera, in some situations but in other the buttons might do something else? That wouldn't be good.

Not a big fan on the chunky arrows in the orbital view but I guess they fit the overall aesthetic. 

As there will be a lot of button pushing in the game it should be satisfying, the digital sound (placeholder?) doesn't really fit. I'd expect something more chunky and metallic, with buttons indenting, popping down and up when pressed.

Increasing the Darken slider actually makes it brighter, change the wording or invert the slider. 


A lot of spelling, grammatical errors, inconsistent wording, etc. But I think you're aware of it and will do a pass on all that later so I won't comment more on it.

Some text and other UI elements go outside their borders. E.g:


The planets would look really good rotating, something similar to this: /__site/deep-fold.itch.io/pixel-planet-generator

Overall I think the UI looks alright I think my problem with it is that it looks like it tries to go for a diegetic look but the actual information elements and buttons don't fit into that and just seem slapped on there. For example this 0 here I have no idea what it represents, and is put on a seemingly non-related background element. 

Another example of something I don't think fits:


The feeling I get from the rest of the setting I'd expect they'd use mechanical calculators or something so numbers would be displayed closer to something like that:


Whoops, from 2nd tutorial:


His mouth is way too low:


3rd tutorial, moved the camera while this was up and it got misaligned:


In the game I often dont have time to read the popups in the bottom left. Could do it like some other games and have smaller icons popup down there that you can click to enlarge and see info and rightclick to dismiss.

Going to the moon lower PR...? It's the weird culture I guess. Also it said reach THE moon right? Galduen has 3 moons.

This section of the research tree doesn't have a label like the others:


I can't research this node but I have no idea why I can't, it should say what I'm lacking. Research points should be enough though.


Maybe it should be possible to build ships ahead of time? So you can have an prebuilt fleet to send out.

It should auto-pause whenever something completes, it should probably be a toggleable option.

There's no return button for the research and story screens like there is for the others. 

I'd expect you to be able to inspect ongoing/accepted contracts in the mission control screen but as far as I can tell all you get is the time left to build the vessel in the top left? Also one time I got a mission to <null> accepted message. Actually it seems you can see failed expeditions (maybe I had the speed too high otherwise?), but they also seem stuck here forever:


Ship building is very LOUD.

Eh what's the worst that can happen!...


Space is littered with my failures. It's pretty funny that a failure still gets you cash. 

All in all I did have fun despite some jankiness, mostly in the tutorial. And I can see the bones of a real game starting to take shape. I feel like there aren't many ways, at least in the very beginning, to mitigate accidents other than send out probes and pray. Landscape pictures look great. I am interested to see where you'll take the game.

Oh yeah I even forgot about that one. I appreciate the nitpicks.

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Also, you can use shields and other cover to block their projectiles. Although it might be a bit too mean right now as the AoE goes through shields if you're close...

And for the effects there is also meant to be ways to counteract them (right now there is just one way, a power upgrade for Logan when he uses his special). I agree its not fun to helplessly watch your character burn to death. There are more effects that make you take more damage and deal less but currently no way of telling that's what is happening so it also needs fixing.


End of ramble.

Okay thanks a lot, I'll keep it in mind!

Thanks man!

Their homing projectiles are a bit easier to dodge than previous versions, but you still need to actively dodge them. If you keep running straight they will most likely hit. As with pretty much everything it's still something to be tweaked of course.

Effects definitely need tuning. The duration/magnitude is based on the effect strength too, so walking on small fires won't hurt you much for example.

I love nitpicks! Well you can always swap between guns when crafting so hopefully at least one you are carrying can use it. Also this version added rerolling effects for crafting too, so you can pay some runes to get new effects. Everything that rerolls things should never give you the same things that you had when pressing the button. But it quickly gets expensive.

I haven't really decided how I want to handle that yet, either do Crafted Mod I x2 or upgrading it like you said. But a change is needed.

Will fix.

Thanks a lot. Release is still far away I think, my deving is very erratic and its planned to have 3 acts. 2nd about as big as the first one but the 3rd will be small.

Thanks for playing! The video was great, I noticed a few bugs that don't happen on my computer just from watching it.

The thought behind the text is that its stuff that you shouldn't need to read while in combat, so it tries to not be in the way. But I might have over done it, I'll look into it.

You were very close to running out a few times and completely ran out once. But it's something I am tweaking constantly to get right but still feel fair, it matters a bit more towards the latter half I'd say.

The shield gun is mostly a backup and utility gun, it recharges it's ammo and the alt-fire can protect from projectiles and you can use it to dig through walls if you get cornered. 

Thanks!

Thanks for playing! Still trying to strike a good difficulty balance, but it's meant to be hard.

Thank you very much.

Always great to get some balance feedback. Yeah the vane is a very specific item, I'm looking to add more similar items that can be strong if for specific builds and situations. I figured some of the lightning/arc stuff would be OP but a lot of the new elemental effects stuff needs number tweaking. Meteors won't take much lightning damage but has low arc resist and if you get it to arc back to you the vane will amplify the effect instead of lowering as it usually does.

But yeah, needs tweaking. Thanks.

Thank you for playing!

That gun might have been a bug actually... Can you gauge about how far away you were, say hundreds of wallsizes away or thousands?

I had a few issues with this game, for some reason I get these graphical glitches. Maybe because I was playing at 2560x1440?



I accidentally unequipped all my heroes before going into battle the first time because the tutorial said to click the items to equip them, but they were already equipped whoops. Should have a clearer tutorial I think and better indicator that an item is equipped because [E] can seem ambiguous. Also it says Double Click to Equip under the guild inventory but it just moves the item into the hero's inventory. So none of them could target anything and got slaughtered by goblins. I got this very strange bug after dying: https://jmp.sh/vLdHPUGo

Some grammar errors, e.g.


I couldn't go to this node for some reason, intended?


I like the battles, but I wish there was a better, faster way to see which unit a hero is targeting. Maybe when hovering over them?

Moving heroes around was really "sticky", sometimes I was sure I had none selected and pressed end turn and it moved a unit to the front and ended the turn.

Ran back and forth dumping stuff in a chest, shanked some zombies. Played in singleplayer. 

It loads very fast, inside the dungeon <10 sec after the Unity logo.

Needs drag and drop in the inventory, not just click to drag. (the shift click is good though)

You should see your current cash all the time when in the base, not just when pressing Q.

Chest could have a sell all button?

Tooltip for grappling hook got stuck on screen one time when entering the dungeon, it disappeared when I threw it on the ground.

I assume there will be a lot better stuff later deep into the dungeon, right now there's so much stuff next to you to vacuum up. Didn't see much point to delve deeper and risk getting lost, which is easy. 

Grappling hook is pretty finicky, getting stuck in weird places and so on. Maybe its something to get used to.


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Looks great, sounds great, big Abuse vibes, plays like a metroidvania. Feels like there will be some sweet movement tech later.

I really wish you could just hold down the fire button on the starting peashooter, but I guess its sort of the point of the starting gun to be shitty.

Feel like there should be a bit more "punch" when enemies get hit, its missing something. Wiggle them around or something dunno.

No sound when hovering over the save files, immersion ruined. 

I killed the rhino boss by crouching infront of it and shooting, dunno if you consider that cheese.

Had a weird bug with this room: https://jumpshare.com/s/bwYnJArlFL8RxWQmv6bd


Thanks for playing!

It's Unity using their DOTS/ECS but with my own multithreaded collision and physics system.

Thanks for playing!

I'm not much of a gamepad user myself so this is great stuff. I've been meaning to overhaul some of the gamepad stuff but haven't got around to it. Will fix that bug. Thanks.

Fell endlessly in the treevoid, 3d/10 Blorb is BACK