Based but Zyzz is too strong

Jonok
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I'm bad at shoot em ups but your demo I find it particularly unnerving
I feel the intensity of a shoot em up can be calculated on how many bullet are on the screen and I would say that since the beginning I feel like I'm thrown in the deep too quickly like I'm on level 3 or 4. I would personally lower the spawn rate at least for the first set of levels
I've also tried to bullet dance with shift and I am not used to the feeling of protecting the middle of my character hurtbox so probably someone more used could do better at dodging bullets
Overall seems to be more like a Bullet Purgatory since is all about managing resources and not consume too much on early levels, kinda fun but stressful for me.
Good graphics and music, feels like one of those lost arcade in the 90s during
Between the two character Lin is more fun to control but I thing Jin is much stronger or a bit broken cause once I've figured out his combo I could steam roll every enemy
But the movement became really frustrating at the first big boss, I couldn't figure out how to dodge his attacks and all my tries stopped at that point, I wanted to complete the level but it would take me too long to master so I'll wait for another time or the complete version.
I wasn't expecting a Deus Ex clone so I skipped all the story as usual for the demos
Most of my time has been spent on the second level that has some interesting choices, I like the music as usual but enemies with no hitback or loss of aiming on hit means usually a damage trade unless you perfectly aim your headshots, I notice that there is a sound for headshots but not a bigger blood splat when an enemy is killed by it, I would suggest to exagerate a bit with the effects.
I found a bit frustrating to find small weapons on the floor that has almost the same colour of the pavement, I found slow to heal with with items on separate slots but that adds to the jank charm so I wouldn't see it as a bad thing
Overall the game sound cool, feels familiar with deus ex gunplay but at the moment the map is too monochromatic and I understand that would be the design but I found a bit boring to watch after a while.
Overall my impression is good, I had fun but I rage quitted cause the demo was quite hard
So I'm not sure I'm the kind of person that I would play this kind of games, the feeling is great, music is on top but I really struggle to complete a run
I can see the appeal, is about methodically think about ahead on how to clean a screen, but I never been worried about munitions (maybe because I never went too far) and I'm really bad at dodging bullets.
Overall I think I would like more being screw over my build order than a bullet
Reached after beating the first armoured enemy with rapier
Personal note I do skip any story for demos unless we are talking about a text heavy game
I like the style, feels like a PS2 game but I would suggest to disable filters in the future for accessibility. I got lost a couple of times, I feel key items must be either highlighted or have a candle placed next to it to make them stick out.
I get the combat but I found myself doing weird motions to control the type of swings I wanted to perform, my suggestion would check the direction only after holding the attack button and than perform the attack from the mouse position after the attack button has been released.
Even after I found the axe with 40 damage, I found the enemies kinda spongy, that makes everything slow and there aren't any meaningful follow up after a successful attack other than using the side swing and position myself in advantage to have a second swing, that hits 70% of the time.
I'm not sure what is the direction of the balance but enemies seems to take too long to die and there is some possibility of critical damage but I find the risk too high, I didn't engage with the parry mechanics mostly because is just block attacks and nothing else so I kept my general strategy of side swinging twice
Good idea about using enclosed rooms to force players killing enemy before advancing
I like cause is simpler than it looks but I also found weird that you can get randomly crits and get one tapped.
As resources are limited I feel the balance should be more about deciding whether or not to avoid combat, I personally prefer to have more control over my decision on the long run in games like this
Here's a gameplay where I lose 1 team member at the beginning but I still manage to arrive at floor 09
Casual fun with friends, but I wish I could have training mode where you can practice all the button and local 2 players
I understand that this is a more realistic approach to fighting games so I guess AI has to be balanced to make themself cornered too easily in competitive, have you ever checked the game "footies"? that has interesting idea on how differentiate AI opponents
top notch art but really difficult game, some of the weapons seems more than an hindrance rather than an upgrade but I didn't try to go really deep cause I suck too much at shoot em ups.
You should give priority on sound effect and how to make the game loud as an old school arcade, also volume for each type of music, voice and sound would be also appreciated
PS: Why porn games have to be always the hardest?
Short comment with video
Game completed
Cute artstyle and I like in general the vibrant colours, the world needs more colored games to play in general
The game is based on walking back, and I personally feel that flatters any encounters and enemy design since the only thing that you would be worried is always to not be on shooting range, I would suggest to balance the game on being around enemies and dodging their bullets "like a dance"
little nitpicks
Weird that the skeletons are not as chibified as the player model
Text boxes about potion descriptions become redundant after the second run, wouldn't be better to swap them for an icon?
Walking animation being too slow for your movement speed, I would suggest a more dynamic running animation
Played for 29 minutes video available
This is an amazing interactive experience, I'm also easily scared by first person games but I decided to play it anyway and so far didn't encounter jumpscares
I tried initially to break your game as much as possible by messing up with the physics and seen the sleeping bug, I than tried to drive around and the vehicle not coasting threw me off from driving, cars shouldn't stop immediately if you release the gas pedal
Than I tried to actually progress trough the game and couldn't figure out if there were items in the shed, I realised later that "3 - bug spray" meant "press 3", I personally didn't find it that intuitive.
Overall the game is amazing at distracting from the main plot with so many fun systems on the show, I'm looking forward for progress
Short impression with a video
Engagement 6/10 I noticed that this is more of a tech demo
Nice 2d Infiniminer clone
water isn't working but i guess you already know
Posted specs, lost some performances when digging on the bottom
I´m playing it on Linux trough Proton layer, works fine except the debug window needed to be rescaled
Short vers review with video
Personal Engagement 7/10
I don't like speedrunners games but I liked that the game didn't punished being sloppy
I feelt the game kinda slow but I'm again I don't like speedrunning
The hud is weird, maybe the girl s too big?
Ideadev: Eating Noodles could be a fun minigame to master while speedrunning (a double game)
Tried to play normally but found out the katana exploit was quite fun. you might have to consider a cooldown
Operating System: Nobara Linux 43
Graphics Platform: Wayland
Windows Compatibility layer: Proton 10.0-4
Processors: 16 × AMD Ryzen 7 6800HS with Radeon Graphics
Memory: 16 GiB of RAM (14.8 GiB usable)
GPU: AMD Radeon RX 6800S
Gamepad: Nintendo Switch Pro trough Steam (not working at the moment)
In short: Fun demo, I like making mess but I would like to also that my shots would also damage the environment. I would like to see shotguns pellets. I couldn't find any way to heal and the game is difficult to finish without dying, flamethrower is busted without any delay between clicks. Second level performed ok without dropping any frames.
VOD:
Really unique environment, I'm intrigued by future updates.
Combat is kinda wonky and the evasion step is so slow that sprinting is a better option as evasion.
I would make startup attack animation a bit faster, the poise system based on character equipment (was weird seeing those naked people not staggering) and the recovery animation after an evasion step much faster to make it as viable evade option.
Nice gravity shooter concept, I haven't found any exploit other than waiting the enemies to line up and than swipe them out by mashing the fire button, I couldn't find any UI elements that tells you how many dashes you can perform.
I would also suggest adding more sound effects like splatting and screaming, that would also add a lot to the atmosphere. But I also feel that for how basic enemies are at the moment, designing more enemy variance should be the main focus at this stage, but I haven't played enough to see if more type of enemies could spawn from the ones that just chases you.
I agree with the sentiment that it should be nearly impossible to be "perfect". I used to be a waiter and in the busy days we used to do the best we could, but also in my experience we couldn't give the best performance cause our setup in taking orders. If you want player to have a more complex experience to earn a "perfect", it would be interesting to have further customisation on how the cafe works, like an advance interface with nodes (almost like coding in Unreal).
I have no competences in driving but always liked racing games so i love the idea to gamify racing skill with a arcade aesthetics, I felt to play with full clutch cause playing your game like an arcade with "bad turning" would probably feel meaningless
at the same time I couldn't earn any medal other than Bronze ones, and I would dare even to consider a "wood medal" to say that at least you complete at least a lap no matter the time.
Also the car would start sliding on the road if I'm stopping on a slope, even with break and handbreak on.
I'm looking forward to future demos.
P.S.: for some reason I couldn't make Paddle shift to work, shift up or down won't change gear, I've played with Linux with Proton and I'm playing on Keyboard.
Cute mario clone that also feels incredibly stiff because there's no acceleration based on momentum, but also felt fluid because of the airdash so I had my fun doing movement tech
There's a bug in the menu option where if you press ESC the main menu draws on top of the options
Sound wise the music is too loud (default was set at minimum) and there's an absence of ambient noises making the level feel empty.
There are two movement speed which are walking and running, since there is no acceleration i find useless to walk and I've played the demo keeping shift held the whole time
There's is also some weird thing happening in this area but never got softlocked

I think overall is nice and before deciding on what kind of movement implement in the future you should have already decided if you want to make levels more vertically (precise jumps) or horizontally (speed)
Also while dropping to bottomless pits I can move the camera upward and see the terrain from the bottom without lower faces rendered.
This is basically the opposite of another submission, I actually like how fast everything feels, I think I have played similar games in the past while browsing some obscure CDs...
But also feels a bit too fast, I can't easily comprehend the amount of information between each button press, and I would consider to have some effects to show between turns:
- who has been attacked
- what skill has been used
- how much damage has been provoked to who
ideally the option would be a toggle so people that prefer responsiveness would disable them
I found hilarious to be attacked by 11 GIANT RATS and reminded me that image of "ten thousand bees" asking you to come outside.
I adore this game because i feel it has all the sandbox elements that can be used for anything and resembles not only one of my favourite game (Tenchu) but also seems to get the interactivity from another favourite of mine (Gothic Series)
I've completed 2 mission and as pure stealth is quite goofy cause there aren't enough tools to deal with the person with 2 ninjas but it was funny to find a guy with a gun and fricking shoot him
There a couple of exploits like:
- Jumping doesn't make any sound for enemies making the best movement option
- Second best is rolling as you can roll infinitely is faster than running and is silent
- Enemies do not really chase you making messy stealth the best option
- The cone of vision in front of enemies should also include a small area around them as I could pass trough them by crouching side by side
- Wrestle and grab is too effective, single enemies cannot really avoid getting grabbed and than chocked
What kind of plan are for this game? Is going to have static levels or some management progression? There was another game called "Shinobido" that basically was "ninja life simuator" and had multiple ending on which lord you served.
Also wouldn't be better to have a super jump after a roll? Air control movement seems to be to generous and I kept climbing where i feel I wasn't supposed to.
Played a bit, and I love the sprite arts but I've quit halfway trough cause I'm getting a bit burnout of precision platformers. The game is mostly about really precised controls and a really fast respawn so I like the snappy feeling.
Most of the levels seems more focused on timing rather than difficult jumps so there were some inconsistency in level of difficulty I would advise to order them in number of death according to testers on each level.
Seem to be a fun chaotic game, but I had few issues on Linux trough Proton: Cracking audio and a crash that forced me to start all over.
other than that clarity seems to be the key feature to polish as sometime too many screen effects makes everything chaotic but I also noticed that with the Hat mechanic the gameplay is more forgiving, also somehow I was able to catch the hat mid fight and those were the best moments.
Adorable but I find it difficult to look at, not because of the graphics but mostly the camera moving really fast while also scrolling trough repeated sprites, Ideally this game would have limits on how the camera would scroll up or down, or even make the camera follow the player slower while moving vertically.
The night level is too much on low visibility I don't think is needed to dark shade also player and the level.
The space level is also difficult to look at because the background moves too fast, I would also make it darker so it doesn't seem to confuse the player what is foreground what is background.
Nice ideas about movement, is not exactly easy to pull off cause I feel is too much timing dependant but I can see fun in speed running the game once mastered.
The good art and promise of sex motivated me to endure the high difficulty but I couldn't finish a single level after 65 deaths, the control are good enough to blame my lack of skills but I liked the fact there are still hidden mechanics like deflecting projectiles with the spin. Would be any option to disable post processing in the final version? I didn't like the smearing
Played trough the demo on standard Difficulty and I ranked all bosses, although I haven't beaten the last one
Shadow Diff: 1/10 I've pressed random buttons and won
Demon Diff: 2/10 Good way to introduce the player to not mash randomly
Knight Diff: 8/10 need the player to style switch mid battle to dodge certain attacks, I found the hardest moveset to face was sword and shield, the rest I use gaps in the moveset with charged claws, I couldn't reflect many attacks
Witch 3/10 I could reflect all projectiles with one attack and the projectiles makes her dropping her stance making her fight a joke, I think it would be more interesting if the projectiles only would break the barrier (also she shouldn't barrier herself immediately after
Fox 6/10 Wasn't as difficult as the last demo, parried a lot by timing and also mashing R2 string of attacks, got lucky and stunlocked her three times
Ninja didn't beat her
Truly an addictive format but I think it would be better to not have the game to autoretry (or at least have an option for it)
Played 20 minutes
I was confused initially but the game hooked me in when I realised I could hit multiple cubes if I aim in between, I think it would be a nice feature to have the cube highlighted when aimed.
The game starts off too much passive, in my opinion idle games in early game should always have more an active gameplay. Thinking something like, manually click for the cursor (that could have the same cooldown according to your click speed level) and adding other small button to activate power ups. I think most of the players would consider a Passive mode very early so it could be something to be unlocked around 3000 cubes.
I can see this game becoming something special with dynamic backgrounds, crumbling physics for destroyed cubes, and in general a sense of progression followed with more music.
This is definitely the slickest demo I've played, the character animation are so fluid and responsive that is just a Joy to move around with the boost, slides and somersaults at the point that I was almost disappointed when I found a double jump, in my opinion it would be more cool to merge more momentum based movement like some sort of mario 64 2d but I can see people not gitting gud and need of a boring double jump to keep height.
Also sound was a part of my enjoyment as the dark atmosphere they both crude and raw in this first section of the game that reminds me what I enjoy in souls likes atmosphere when done well (I couldn't tell what was 3D and wat was not)
I think the slide should not interrupt in the middle of a small passage, I than discovered that I can hold the button to make it last longer, Idk felt weird to have the head stuck in the wall
I don't know if it's only me but I found bosses extremely basic but not in a negative way as they were predictable enough to learn it after few second and it was only a matter to master the right movement, i really like this intuitive direction that makes you aware that you can dodge and is all about to figure out how to do it.
I'm looking forward for more progress on this game.
Tested the windows version on Linux with Proton
Good progress about your player character and effect but I also can feel there's no real direction for the game, I don't understand where you want me to give feedback as 90% of the demo seems to be in a embronic state.
Doom and Quake level are boring because your control are not designed on level, I'm not talking about the enemies that probably are in WIP as that they do they only runs towards you on a straight line, I want to point out that those levels are too big with a movement that is all about pressing shift + movement to get done.
RNG and Arcade plays awkwardly cause the control scheme is just weird, there's no reason to walk in this game at the moment so I keep doing the 180 with Dash + S by mistake because my instincts tells me to run backward but i get "punished" for it, and I don´t understand the usage as with M&K are more the enough to turn.
All enemies just follow you on a straight line making them feel samey.
Mech enemies are weakest as they can only be "stunned" smaller enemies should have far less health.
Nuke effect is cool but could be too good, it stands out as the most detailed VFX of the game, forcing you to think about making everything good as the Nuke quality effect or you might have to scale it down.
The wireframe view mode is the most confusing feature as it looks like a debugging tool to check optimization, some models have far more polygons and faces than others so that would also force you to polish everything accordingly but I would suggest you to rework it or scrap it, or keep it as a nodev with far more time than me will points out all the inconsistencies with the models
Also the crosshair is still not centered where your gun shoots, the nailgun in particular doesn't shoot straight
Time played:30 min
Not much to say since is quite a complex game and I can see already myself spending so many hours understanding the mechanics, same art cards are quite confusing. I would like a small window while editing the deck that tracks the number of spell vs minions and how many cards of each cost are in the deck to quickly overview my deck progress
Time played:10 min
Works perfectly on controller, not sure about camera control on keyboard, there is no way to zoom the camera but everything else seems to be functional, hanging need some revision cause you can hang on vertical wall of the slope, the animation of wall jump seems the most problematic cause it goes in climbing animation when facing towards the wall, other than this small nitpicks I completed the game without any issue, no jump where particularly difficult, looking forward to a meatier demo
