Fun stuff! I got to almost 14 minutes. I like the quick pacing of getting a level up every 30 seconds. The game made me laugh out loud when I just started piling up enemies and using the special attack to mow them down.
I'm not sure if you plan on expanding the gameplay at all, but I'd love a third enemy type that appears beyond wave 10
Thanks for the positive feedback. I'm also very pleased with myself every time I mow down large groups of enemies, but it used to completely tank the frame rate! It's doing much better now after some performance optomizations.
I'm not sure whether I'll add many more enemies, but I do want to change and test different combat mechanics and try to improve balance.
This is a prototype for the game I do want to make, where I will have more content.
Feedbacks are extremly important in a video game, it makes even static games feel more dynamic because the player feels they connected to the game if this make sense, like example if you are in a survival game and you punch a tree and nothing happens you will stop punching it but if a little HUD pops up that 'hey you got +2 wood" then you get a feedback and know you did something right. So here is my few cents:
-First important thing is the "sense" of feedback the player get when controlling the character, make it fluid as much as you can. It's wierd that you can move in any direction, yet you can only fire your special attack in 4.
-Sometimes when you fire the special attack and change direction the special attack shoots the other way. It feels janky and the lag doesn't help on it either.
-Make visual when you hit a enemy with the sword.
-Make it possible to block or dodge somehow, when you attack the goblin its like 50-50% chance that you get hit too, you have to really iFrame it to not take the hit.
-Make danger visual indicators where the dynamites going to land.
-I have no idea if you level up by killing goblins or just survive X amount of time because again, zero feedback on it.
-If it's by experience a little text above the character that say +10 EXP would be nice.
-Visualize the damage you take and make for the goblins in form of text would be very nice.
-Leveling up refresing to max hp and stamina is imo a bad thing (or at least this early in the development)
-Stamina should be called mana if you use it to cast a spell. Stamina usually stands for sprinting or heavy attacks, dodging etc.
-When you level up i noticed that the choices are consistant but their values are not, it would be nice to know the Min and Max values if you do a random roll on the values so one not pick +3HP over 10% dmg.
-Zero clue if the dmg% stat boost your special attack as well or just your normal sword attacks.
-I don't know if its intendid but the special attack ignore rocks and trees collision.
-Visualize somehow if a sprite is behind another. For example if a goblin or pickupable is behind the tree there is no info on that.
-Its really easy to lure goblins in line and just one tap them with special attack, i suggest some kind of group formation or offsets instead of "go to the player position".
-Balance the game, if you build stamina and kill goblins with special attack it refill your whole bar and you can just spam it even inside the group of mobs.
This last tip is personal but don't use Godot. I know i may be personal choice but that engine is decided to kill itself with recent drama and a LOT of users abandoning it. Normal devs who are in platinum/diamond or whatever tiers donation got blocked for simple suggestions like "add this feature pls instead of doing politic stuff" and they got banned from twitter and reddit so no more updates for them, resulting a lot of user cancelling their membersip right now. My recommedation is Unity. With the new CEO changes Unity really started to took on the brighter path for indie devs and gives a lot of freedom for the free users and soon this year will bring a tons of stuff with Unity 6 to the table.
Edit: To enforce why you should switch to Unity i made a small scene where Object Pooling and Scriptable Objects are merged together. While these are advenced topics of coding, they can really boost your projects once you understand them. Each primitive shape has it's own collision, physics calculation and logic attached to it. They die if they touch the wall, change material on touching the floor and dies after 5 second anyway. Link only live for 2 days: https://streamable.com/kiqn0x
Wow. First of all, thanks for the extremely detailed feedback!
I've already thought about implementing some of these points to the game, however you certainly brought a few more to my attention! I'm adding all of this to my TODO/backlog of features to implement! I've started working on the next version of the game and am reworking the combat mechanics a little. For instance:
I'm testing how it feels to slow down the player when they're engaged in combat, so they don't just fly around and past all the enemies when movement speed gets to high. Not going to lie, slowing down feels kinda bad, however I'm going to stick with it until I can have more people test it out.
I'm also making the basic attack toggleable, that way if you just want to run past everything, you can.
The special attack will be aimed with your mouse, which already feels sooo much better. But I do see your point about making it omni-directional and not just 4-directional. I'll have to play with it a little to see how I can make that work.
Regarding collision, I'm having to limit collisions severely. Turns out, collisions are expensive. Previous versions of the game would grind to a halt after 5 waves due to enemy collisions with each other and the environment, so I'm keeping those to a minimum for now. I might just be inexperienced with writing performant code, so as I learn, this will hopefully change.
Regarding the tip about Godot. I had a look at what the situation is/was, and I definitely don't agree with what they did or how they reacted with the mass banning and hiding of comments etc. The whole situation seems unnecessary, and I definitely find myself on the side of focus on the Tool/Engine and forget about politics. I also remember Unity going through some stuff last year, and I'm happy they are on a better path. Honestly I hope Godot can right the ship like Unity has, before it's demise. But also I cannot tell how bad this truly was for the engine, and it might just blow over without causing massive issues. Who knows really? I'll keep and eye on the situation and will also be looking into what Unity has to offer.
MrZaphkiel, thank you! I don't know how long it took to make this little demo in Unity, but you did it for a complete stranger on the internet. This after you already provided such good feedback on the current game. You are a good dude!
I'll definitely try Unity, and perhaps I'll keep using it in the future if it's a good fit for me.
Thanks for the positive feedback! I've updated the game to make some performance improvements, perhaps you can have another go and see how it feels! :)
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Fun stuff! I got to almost 14 minutes. I like the quick pacing of getting a level up every 30 seconds. The game made me laugh out loud when I just started piling up enemies and using the special attack to mow them down.
I'm not sure if you plan on expanding the gameplay at all, but I'd love a third enemy type that appears beyond wave 10
Thanks for the positive feedback. I'm also very pleased with myself every time I mow down large groups of enemies, but it used to completely tank the frame rate! It's doing much better now after some performance optomizations.
I'm not sure whether I'll add many more enemies, but I do want to change and test different combat mechanics and try to improve balance.
This is a prototype for the game I do want to make, where I will have more content.
Ruan
Cool game, welcome to gamedev.
Feedbacks are extremly important in a video game, it makes even static games feel more dynamic because the player feels they connected to the game if this make sense, like example if you are in a survival game and you punch a tree and nothing happens you will stop punching it but if a little HUD pops up that 'hey you got +2 wood" then you get a feedback and know you did something right. So here is my few cents:
-First important thing is the "sense" of feedback the player get when controlling the character, make it fluid as much as you can. It's wierd that you can move in any direction, yet you can only fire your special attack in 4.
-Sometimes when you fire the special attack and change direction the special attack shoots the other way. It feels janky and the lag doesn't help on it either.
-Make visual when you hit a enemy with the sword.
-Make it possible to block or dodge somehow, when you attack the goblin its like 50-50% chance that you get hit too, you have to really iFrame it to not take the hit.
-Make danger visual indicators where the dynamites going to land.
-I have no idea if you level up by killing goblins or just survive X amount of time because again, zero feedback on it.
-If it's by experience a little text above the character that say +10 EXP would be nice.
-Visualize the damage you take and make for the goblins in form of text would be very nice.
-Leveling up refresing to max hp and stamina is imo a bad thing (or at least this early in the development)
-Stamina should be called mana if you use it to cast a spell. Stamina usually stands for sprinting or heavy attacks, dodging etc.
-When you level up i noticed that the choices are consistant but their values are not, it would be nice to know the Min and Max values if you do a random roll on the values so one not pick +3HP over 10% dmg.
-Zero clue if the dmg% stat boost your special attack as well or just your normal sword attacks.
-I don't know if its intendid but the special attack ignore rocks and trees collision.
-Visualize somehow if a sprite is behind another. For example if a goblin or pickupable is behind the tree there is no info on that.
-Its really easy to lure goblins in line and just one tap them with special attack, i suggest some kind of group formation or offsets instead of "go to the player position".
-Balance the game, if you build stamina and kill goblins with special attack it refill your whole bar and you can just spam it even inside the group of mobs.
This last tip is personal but don't use Godot. I know i may be personal choice but that engine is decided to kill itself with recent drama and a LOT of users abandoning it. Normal devs who are in platinum/diamond or whatever tiers donation got blocked for simple suggestions like "add this feature pls instead of doing politic stuff" and they got banned from twitter and reddit so no more updates for them, resulting a lot of user cancelling their membersip right now. My recommedation is Unity. With the new CEO changes Unity really started to took on the brighter path for indie devs and gives a lot of freedom for the free users and soon this year will bring a tons of stuff with Unity 6 to the table.
This is my result: https://imgur.com/a/8O3KMyX
Edit: To enforce why you should switch to Unity i made a small scene where Object Pooling and Scriptable Objects are merged together. While these are advenced topics of coding, they can really boost your projects once you understand them. Each primitive shape has it's own collision, physics calculation and logic attached to it. They die if they touch the wall, change material on touching the floor and dies after 5 second anyway.
Link only live for 2 days: https://streamable.com/kiqn0x
Cheers,
MrZaphkiel
Wow. First of all, thanks for the extremely detailed feedback!
I've already thought about implementing some of these points to the game, however you certainly brought a few more to my attention! I'm adding all of this to my TODO/backlog of features to implement! I've started working on the next version of the game and am reworking the combat mechanics a little. For instance:
I'm testing how it feels to slow down the player when they're engaged in combat, so they don't just fly around and past all the enemies when movement speed gets to high. Not going to lie, slowing down feels kinda bad, however I'm going to stick with it until I can have more people test it out.
I'm also making the basic attack toggleable, that way if you just want to run past everything, you can.
The special attack will be aimed with your mouse, which already feels sooo much better. But I do see your point about making it omni-directional and not just 4-directional. I'll have to play with it a little to see how I can make that work.
Regarding collision, I'm having to limit collisions severely. Turns out, collisions are expensive. Previous versions of the game would grind to a halt after 5 waves due to enemy collisions with each other and the environment, so I'm keeping those to a minimum for now. I might just be inexperienced with writing performant code, so as I learn, this will hopefully change.
Regarding the tip about Godot. I had a look at what the situation is/was, and I definitely don't agree with what they did or how they reacted with the mass banning and hiding of comments etc. The whole situation seems unnecessary, and I definitely find myself on the side of focus on the Tool/Engine and forget about politics. I also remember Unity going through some stuff last year, and I'm happy they are on a better path. Honestly I hope Godot can right the ship like Unity has, before it's demise. But also I cannot tell how bad this truly was for the engine, and it might just blow over without causing massive issues. Who knows really? I'll keep and eye on the situation and will also be looking into what Unity has to offer.
Thanks again!
Cheers.
Ruan
MrZaphkiel, thank you! I don't know how long it took to make this little demo in Unity, but you did it for a complete stranger on the internet. This after you already provided such good feedback on the current game. You are a good dude!
I'll definitely try Unity, and perhaps I'll keep using it in the future if it's a good fit for me.
Ruan
nich game
Thanks!
Pretty game, very fun to play. I think always take movement speed upgrade is a key to success :D
Movement speed is OP! Needs nerf!
I find this game pretty fun.
Somehov managed to complete 10 or 11 levels, but game starts to lag(I have not much RAM) and I lose :D
Intrestig, how bosses will looks like in this game :)
Thanks for the positive feedback! I've updated the game to make some performance improvements, perhaps you can have another go and see how it feels! :)
Thank you! Yes, this time I survived twice more and didn't see too much lag :)
so beaty