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SPECXHT

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

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I like it. But I'm not the best at tetris and the boss beat me... All the enemies were very easy though. The game mostly just needs a more unified art design and polish and you've got something going.

The tooltips flicker when first hovering over a character when choosing one.

I think you should be able to control the entire game with keys, now somethings need to be clicked like choosing a reward.

Needs a borderless fullscreen option. Also audio sliders.

Cannot resume game by pressing ESC again.

This looked odd, and couldn't buy it:

Some tooltips look off and cursor hides text:

There are still bugs if you look hard enough! I'll fix it, yeah localization problem. Well I'd say there are several ways to deal with the bazooka mages but yeah they do take a bit more finesse to beat that most other ranged enemies. In my mind they aren't TOO hard but I've also played my own game an obscene amount...

Thanks for playing! I think I might've gone a lit bit overboard in the latest update and made it harder than I had planned. Thanks for the footage too.

Oh wow that's a lot of stuff! You make a lot of good points, and it gives me a lot to think about. Thank you very much for playing and the thorough feedback.

Thanks for playing! Yeah most of your thoughts are pretty common ones so I will try to improve it all.

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A roguelike with a party, a pretty interesting premise and it worked better with multiple characters than I had thought it would. Well with 2 characters at least because that's how far I got. Played through starting dungeon and then went out into the repeatable one and finished a run there once.

Holding down a key and walking should be smoother, especially when zoomed out in the town.

Selecting/clicking on an item through the Inventory should show all its stats. It should show all of its stats too (in the Equipment screen too), for example the arcane wand increased attack to 13 (which it says, even though the wording is a bit awkward) but as you equip it apparently it also give +6 str.

There should be diagonal key binds.

Pressing Previous or Next in the controls screen sometimes puts you into the Audio menu.

Turn in place doesn't work with the alternate movement keys.

Its very zoomed-in in dungeons - would be nice if you could control zoom yourself.

Dungeon music gets too repetitive after a while.

The line of sight is very weird in some situations, e.g:

The tutorial box is way too large and intrusive, at least in dungeons:

Text is not always properly aligned in boxes.

Your item bag is so tiiiiiiiny, but maybe you can upgrade it? And I was surprised the chest in your house isn't actually a stash where you can put items...

While playing I missed having a "walk fast" button like many roguelikes have; you press that button and then a direction and your character will instantly walk as far as it can in that direction until it hits a wall or something is discovered/comes up - like walking into a trap or an enemy is spotted.

Making an account and everything seemed to work well, but only played singleplayer.

Engine sounds could use some more bass.

The UI and fonts are way too tiny in 4k (changing the resolution ingame doesn't seem to do anything at all?), some things are barely legible unless I put my eyeballs right up to the screen.

Why is all sound muted by default?

Why are details locked to medium?

A minimap without roads is pretty useless.

Keyboard steering could be better, lots of other racing games make the turn strength dependant on how long you've been holding a button down (could be a setting for how strong this is) so you don't play so much by tapping the keys.

The rain looks pretty awkward; locked to your position and not drawn so far. Also it goes through ceilings some times.

Played the web version, wandered around trying to progress - got the transmission and headed for the car again when apparently the time ran out and I lost.

Only part of (right half?) the settings button is actually clickable.

When changing the audio in settings and closing the settings menu without saving the slider keeps its place even though the volume hasn't actually changed.

All text is blurry or looks like its scaled wrong.

Dexterity is an odd name for what it does, I'd have expected something like energy.

Its pretty hard when you're starting out to grasp what is going on and what you're actually looking at. UI and layout of everything is very confusing. 

Things don't scale well when you zoom out on the map, hard to know what you're even looking at. Example:

Should be possible to use scrollwheel for zooming and WASD/arrows/mouse drag to change view of the map. Right now you can't even zoom in and drag the map to check what something is before moving there - especially important when there's a time limit. 

Looks like dead enemies' turns are processed too?

Not sure what the scavenge button is good for, not to loot corpses you come across it seems. Pretty odd that you have to go into the turn based mode to loot them instead. Although it didn't seem to work one time as I could not walk onto a corpse (I had a screenshot but I lost it, whoops).

It seems there is quite a lot to the game but the confusing UI and layout of everything makes it hard to get to it.

Thanks for playing and the recording, although your mic was barely audible.

I think I made some over-corrections for this version that weren't that great. So yeah I have to change some stuff. Thanks.

Oh when did it turn into an arena game? Pretty cool, shooting feels good. Nice SFX and music, needs some more SFX like when getting hit.

I kinda wish many of the icons were a bit more self explanatory (like the brown book with a +, no idea what that does). But I'll admit that I didn't play the tutorial. Although I think a game like this really should be playable without one.

The projectile explosion not being pixel perfect (scaled up) triggers my autism, please change...

I managed to get stuck somehow; after clearing one room I saw the reward briefly appear and disappear and I had no way of progressing. When going back to the main menu and starting again the exit was gone and I couldn't get into the game again. 

Pretty interesting combat system. But it can be pretty slow with all the missing and enemies' turns feel like they too long. Cool portraits.

The pixelated snow looks very out of place, and the shadows casting from it are very weird.

Enemies keep using their adrenaline move when they're full HP instead of hitting you which seems very weird.

Looks like the impale move keeps "gliding" off enemies and not hitting them - without a miss message.

Enemies need a lot better pathfinding, keep getting stuck on each other and even straight walls.

You and enemies can hit through walls.

Enemies can get obscured by walls in some situations, would be nice if they got outlines or something.

The enemies endlessly spawning in the doorways felt pretty "gamey" and off, especially when you got through to the other side and they kept spawning there.

The save system seems pretty odd, only saving when changing area? But maybe this is just a demo thing.

It crashed as I ran out of the building with one unit, a dialogue started (one was still in the house) and then it crashed right here:

Thanks for playing and recording! Always great to see people play, I watched it all. You game a a lot of good feedback, and more from just seeing you play.

Yeah, for not I think I solved it at least. Osur had the same issue and it went away in the last update.

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Thanks for playing!

Thanks for playing!

Yes the difficulty absolutely needs tuning.

Thanks for playing!

Hehe yeah I don't really expect all the randomized aspects of the game to be for everyone, but I think thats fine. The difficulty curve being wonky is a pretty common sentiment so I will work on that.

Played for 8 days - died while alt-tabbed.

Edge pan and drag should not have any delays, feels really off when using them. Dragging should also not have any/much less smoothing.

Edge pan and drag does not work while placing buildings. 

You can order units directly so not sure why you can't use right click to move them around too?

Getting ~100 FPS with a 3080, seems pretty low.

Holding shift while placing buildings should allow you to place multiple without it closing.

Why do dirt roads cost wood? I suppose there isn't any other resource that would be fit either though...

The "move work zone" button is very awkwardly placed. Also seems like mostly tedious busywork to keep moving it around, any reason to have them go to all resources starting with the closest ones? A dedicated work zone could be an optional option if you want it to, imo.

In the tech tree you can't hover over the secondary tooltip links while hovering a technology, very annoying when you want to know what the stuff is you're unlocking.

Game feels very slow, 2x speed or faster should probably be the default. Even 3x felt pretty slow when there's not much to do. I was mostly waiting for tech to research, occasionally moving the work zones. Then died while waiting alt-tabbed.

A+ pixel art. Looks like there's quite a lot of content too.

Need and FPS limit option, I had about 1k FPS in menus and 500+ in game which is just a waste.

SFX volumes need tweaking (and a dedicated slider option), also when using the "super move" it can get very loud when lots of enemies are killed.

Having to sit through the cutscenes every time you die on a boss gets really annoying.

Pressing B on a controller doesn't always go back like I'd expect it too, it does in some menus but in for example the ESC menu its select. Made me accidentally restart a level.

The Helga fight is extremely annoying with the super fast, hard to see projectiles.

Didn't have to fight Helga after I had restarted the level? Maybe because I had changed difficulty from hardcore. I changed it mid game, if you can't do that I don't think you should be able to. Also having hardcore be the default diff you start with is probably not right. But I also have no idea what difference it makes, it really should say.

The plane fight in the first level felt waaay too long when it doesn't really change, its just dodging the machine gun girl's fire.

It feels like fast projectiles are generally harder to see when on a high refresh rate. Played on a 165 Hz monitor.

Some health drops would be nice, as its very punishing to die. 

Yeah balance is a constant struggle, and I've noticed that just some small tweaks will greatly how good the game feels. Been wanting to put in some sort of opt-out data collection thing for peoples runs to get a better sense of how people play. But not gotten around to it yet. Also haven't really tried to tinker with the balance of everything too much before I get everything I want into the game. Drop rates are mostly all random except you will find already dropped ones a lot less than in previous versions. I haven't wanted to manipulate the drop rates too much because I don't want all runs to be the same. Although this can mean that you get some very awkward runs with mostly explosives or something... Something to look into for sure, but the way I see it it can be improved by just adding more guns - and when more shouldn't be added only then start the wizardry.  And the visual spectacle thing is another thing I'm a but cautious about because it is extremely easy to go overboard with and then you can't see what the hell is happening; there's some new procedural effects for explosions in this version that I think make it nicer and I am wondering if I should lean into that more than hand made sprites for everything. 

Oh there are definitely more tracks since the last DD I was in; Badlands, the last level, and the boss fight for example. Some of them probably needs another editing pass, I'll get around to it some time... Another new thing you can unlock that you might've missed is darkstones which you can use to get some different effects for your run (it probably won't make it easier though but you can get things like different starting guns). You have to kill the Elite enemy in the ruin in a cave (that Brim died to), and then elite enemies can also show up on maps.

Thanks a lot, as always.

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Game looks great, seems very promising.

Menu buttons need some sort of hover effect, probably on click too.

I'd probably make options a priority to put in the game as it will make testing smoother for a lot of people. I really missed a invert mouse Y axis option and kept using the wrong attack because I'm so used to it in Mount & Blade. FoV option would be nice too.

FoV is too low in first person, so I only played in 3rd.

UI is too small in 4k, needs proper scaling. An example:

Interact outline isn't obvious enough I think, its possible its different depending on your resolution?

Pressing ESC should close all open windows before opening menu (I know TAB does, but ESC should too imo).

Double/shift clicking items should move them. Need a take all option too.

Empty and/or already looted containers should have a different outline, for example white for unchecked and grey for already looted. A name showing up for the thing you're looking at might be a good idea too.

Dialogue options and the dialogue are way too far away. 

Pressing C while moving doesn't stop you.

I'd like some sort of character screen with all your stats and maybe equipped items. As far as I know there isn't one.

I know you're working on it but I think a save system should be priority one because it will make testing the game a lot less frustrating for testers.

Some items are too hard to see, especially for something very important like keys (if you have no other ideas some sparkles above it or something would work). Example:

Attack direction feels pretty imprecise; like it picks the wrong direction a lot, even though the indicator says the one I'd expect it to attack from.

Biggest problem I think is a general sense of "jank" in the combat that I have a hard time to properly express what the problem is. Probably something to do with your actions and feedback to them not having enough impact and reactions; e.g. impacts and blood from attacks landing isn't pronounced enough and is quite hard to see, same with parrying. Also when an enemy parries you they don't seem to try to counterattack - I just kept swinging and it works fine. But maybe that's how its supposed to be with the beginning enemies.

I played until I got the infirmary key, used it and then opened the door on the right and fell through a white opaque floor into the void:

I didn't get very far at all, just to the interview with Terry. I've tried to press everything and any combination of things I can think of and it won't progress so no idea what to do there.

While RPGM technically works for this I feel like its more working against the design of the game rather than with it.



Thank you for playing!

Good point, I'll look into better ultrawide compatibility. I'll do something about the gun visibility there too. 

No idea why some people have gotten a malicious file warning, but I've tried the only things I could think of and uploaded a new version. Hopefully that fixes it.

Thanks for playing! I'll look into the gun portraits.

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Thank you! 

I'll think about what I want from the plasma guns. Yeah the difficulty is always in flux, its hard to strike a correct balance. Generally it is probably harder than before mostly because of small tweaks to a lot of things like how many gun mods work. 

I uploaded a new version, hopefully that works without issues.

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