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L'BER Dev

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A member registered Jan 05, 2022 · View creator page →

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Got this on the main menu after booting the game.

  • "SaveMenuManager: SaveGameMenu panel not found. Assign it in the inspector or make sure a child name 'SaveGameMenu' exists".

And these during gameplay.

  • "There is already a player for this connection"
  • "Not allowed to access vertices on mesh 'Cube.003' (isReadable is false; Read/Write must be enabled in import settings)"
  • "Not allowed to access triangles/indices on mesh 'Cube.003' (isReadable is false; Read/Write must be enabled in import settings)"


Graphics are very cute and charming. The lighting can create some harsh highlights in some areas but overall it was enjoyable for a development build.

Feedback.

  • UI needs the most work. It's too ugly and uninspired compared to the rest of the game. The health bar being the only exception. 
  • You should redo the animation system for walking, use a blend tree so the animations are smoother and less snappy. 
  • Add a sideways walk animation instead of using the forward walking animation when strafing. I noticed that the players lowers the arms when strafing to the right so I think you are already doing something like that but incorrectly you can use a blend tree and layer to move the torso independently of the legs.
  • Jump should have a dedicated animation, use the current animation only when the player velocity is negative so it plays after jumping or when falling and add a new animation when the player initiates a jump.
  • Use a slope collider for stairs so it's going up and down is smooth. The stairs in the castle follow this approach.
  • Aiming and using spells feels off, needs more feedback and what you are doing and to where you are doing it, the weird 3D crosshair behaves weirdly and makes it look like you are shooting something instead of charging your spell. Spells need to be more intuitive.
  • Camera collision doesn't feel good. I think you are using the built-in Cinemachine Collision component, which sucks. Replace it with this one Unity Discussions: Simple Camera Collision Script
    This should only be used for walls and big geometry, small stuff should be excluded and instead just fade it out when close to the camera.
(1 edit)

Pretty cute visuals, except for the CRT filter which was a pure eyesore.
You should avoid using white for the background near the player's height, put it near the top of the screen for clouds for example, because it make the dust particle invisible when the player uses the dodge move.

I'm not a 2D platformer guy so when I say that the jump feels off I don't really know why. Could be animations or physics but I'm not sure. A good start is adding a falling animation that plays when the player velocity is negative instead of using the jump animation thorough the whole jump.

The player speed shouldn't be affected by slopes, right now the player slows down when going up slopes and speeds up when going down.

Also when the player switches left/right directions while running she should slow down and play a skid turn animation, like Shovel Knight and Mario World, in my opinion.

The top down sections were fine, no complaints there.

Sorry for the late reply but it's fixed now in the latest release. There's no more clipping.

I’m going upload a new build in a few minutes could you try it out and see if that’s fixed?

v2.4.7? Just tried it and the clipping is the same. 
Sorry but I'm going to bed right now so I won't be able to test any build until tomorrow.

Could you share a screenshot of this?

Sorry for the low quality, 3MB limit. It might be hard to see but guns are completely unaffected by clipping.
Also a quit button in the pause menu might be nice.


Graphics are good.
Combat feels fine, shooting is juicy enough.

Just a couple of notes...

Couldn't respawn with a key so I had to restart from the main menu.

You could make it so that if you press the "Shoot" key when you are out of mag ammo but still have reserve ammo the player automatically reloads instead of dry firing, could be an option in the settings menu. 

When you run you could make the player pull her arm back a bit so there's more of a difference in your viewport when running vs. not running.

Jumping while running feels off, like as if the velocity resets every time.

Items that aren't guns, like food, clip into the walls if you get close enough which is weird since guns are exempt from this.

In "Level 1: Peaceful" I don't what's going with that opening in the canal that requires you to jump to enter, it's very inconsistent. Some times jumping normally allows you to enter but most of the time it wouldn't, I tried crouch jumping (crouch before jumping) and only crouching mid-air worked consistently. The hallway was too dark so I couldn't see anything (a flashlight might be useful) and the first time I just assumed that opening at the end was I window so I gave up when I tried to reach it but couldn't only on my second attempt I realized that you had to jump and crouch to get inside it.

I also noticed that enemies can hurt each other after one of them walked in front of another one that was attacking only for him to get instantly popped by his mate, pretty good.

Cute character design.

Good sound effects and controls, though I feel like the base jump isn't high enough. I don't know if having to crouch to do a high jump is a good idea. Shooting still needs some work.

Bummer about no keyboard support, had some issues detecting my PS4 controller. There should be an option to use the sticks as the dpad. 

Also there's some HUD flicker, I imagine you made it so when the player is not moving the HUD would appear and when you start moving it would disappear but the implementation makes it flicker some times.

Overall not bad for an early build, has some potential.

(4 edits)

The shotgun feels good. The pistols are alright but maybe auto fire should be on by default. The models would benefit from a face lift and more guns would be great. 
The game can get a bit repetitive, I think that some upgrades and a shop would help. 
I recommend adding sound effects and maybe some visual effects when the player dashes as well as a damage indicator that tells you the direction where you are receiving damage from. 

Also the only bug I found was that if I went to the settings menu inside options then pressed esc to exit and opened the menu again and pressed options it would take me directly to the settings menu instead of the options menu.
The same happens with all the other menus inside the options menu.

The UI and Audio presentation is really clean, the UI just needs some polish on the animations and transitions especially when selecting buttons.

Gameplay is good for a Monkey Ball inspired game, the running animation looks a bit jank though.

I prefer the visuals in the more abstract levels where there are checkerboard and other types of patterns more than the one with the grassy fields.

Was really fun and addictive as far as VS clones go, I had to stop myself from playing after a while`.
The character art was very charming and the particle effects were a treat.

I've got little feedback so here it is:
For Zelvy the bomb counter over her head would go behind other sprites instead of staying over the top.
Also found some spelling errors in the upgrade screen such as: "Rise your bullts size by 20%", "Rise all elctric damage by 20%" and "Gain the power to cast thunderstrikes at ramdom position"

I don't play coom games so take this with a grain of salt...

The "Sex" part was pretty good and high quality, way more intuitive than the combat.

The combat sucks, the combat system from Dragon Maid was more fun so you should reuse that if you can. Like a mix of both games.

I enjoyed it.

It was fine for a boomer shooter the only feedback I can give you is that exit portal should be more visible and if the magazine/clip is empty and you press fire it should reload your gun automatically instead of forcing you to press reload. A lot of first person shooters with reloading do this because it feels more natural.

It has improved a lot since the last time I played it. Having proper level design made the experience much better. I'm still a bit conflicted on whether vertical focused levels suit this game better than standard side scrolling ones.
The shooting feels okay. Evading is a bit of a weird mechanic, I still haven't gotten the hang of it. I feel like a simple crouching mechanic would fit this game's slow player movement and make dodging some projectiles easier.

The menus are also very nice and well polished. The gameplay visuals are great too.
Overall I didn't have a bad time so I think this game has tons of potential.

It's very well polished, I had no issues with it. 
It's highly addictive and entertaining too, now I understand why all those vtubers have been playing these type of games lately.

The art is pretty cute but I think that the attack animations need some work, they are too stiff right now. Darkest Dungeon makes great use of poses and sound effects for their attack "animations".

The AI voice was a bit jarring at first but I got used to it, also a couple subtitles did not exactly match what it was saying.

I'm not much of a Darkest Dungeon player but I still really enjoyed it, I can't wait for future content during the next updates. Good luck.

God I really love the visuals, it reminds me of an upscaled PS2 game. It also has good character designs and animations.

Combat was okay but needs some work, some sort of doge or dash wouldn't hurt, also the enemies were too simple and easy. The visual effects looked cool though.

Performance definitely needs some improvements.

Very impressive for something that was put together in such a short amount of time, I can't wait to see it become a full game.

It was actually pretty good, felt nice and polished. 

The gameplay despite being simple was pretty satisfying

The visuals are also simple but still very charming and juicy.

Overall it was really good for a jam game.

The controls felt good and responsive.

I'm not much of a platformer guy so it was pretty challenging at the start due to the amount of hazards so I kinda brute forced my way through it thanks to having a generous amount of health but it still was hard for me but I still really enjoyed it.

The character art and animations were nice, I love the character designs. The level art does need a bit of work though. 

Also Eliza a cute.

I like the enemy design, it's pretty charming. The music was bangin'

The controls are good and responsive, they feel as they should for a boomer shooter

The levels were pretty challenging but fair, I wish there were more ammo drops though. I really enjoyed the meat factory level, the hook part was funny. 

I feel out of the maps once after being cornered to the The Leg enemies in the bathroom on the first level, I couldn't replicate it again so I guess it must have been nothing.

I hope you keep working on it, I wanna see more.

Pretty interesting concept, the controls are fine but personally I would like if there was crouching to duck under some enemy projectiles. I also really like the visuals.

So far my main grip is that if your game is about constantly shooting it's not a great idea to make all the platforms destructible, especially since there's only one way forward or rather upwards so you get stuck having to use the bullet casings to go up most of the time. 

I still enjoyed and I hope you are able to sort out most of the weird level design issues because this game is cool as hell.

The movement and gunplay feel really good, also the graphics are nice for an early build.

It took a while to load the game and there were some stutters at the start but I guess they had something to do with the initial asset loading or something.

Otherwise it was alright even with the some jank, the enemies felt a bit to spongy so I ended up avoided most of them.

The visuals are fine and the maid looks pretty cute.

(2 edits)

Very soulful game, I like it. 

My only gripe is that you can't use "Enter" to select levels and get past the initial level screen while it works everywhere else.

The fairies are really cute tho.

(1 edit)

Pretty good so far reminds me of old PC-98 eastern games. The art is great same for the audio and music.

(Found a bug, if you pause the game while the text is scrolling the text audio will keep playing indefinitely until resuming)

he rolls / 10