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TIGSource ForumsDeveloperPlaytestingSector Six - Sci-fi RPG/shooter - Greenlit!
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Author Topic: Sector Six - Sci-fi RPG/shooter - Greenlit!  (Read 3163 times)
Zuurix
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« on: June 13, 2015, 11:58:11 PM »


Sector Six is work-in-progress sci-fi RPG/shooter hybrid, in which player builds spaceship out of randomly generated parts, obtained by destroying minions of massive alien battleships, known as the Machines!

But let's get to the point. Recently I have updated game and now I need to gather feedback about new features, so I could continue improving the game. You can read about recently implemented features if you want, it might help you to test. Link...

I need all feedback I can get!

Trailer:




Download links:

Get from GameJolt
Get from Itch.io
Get from IndieDB


Other links:

My website
My YouTube channel
Facebook
Twitter
DevLog thread


Known issues:

Spaceship deforms if it gets at the bottom of the screen.
« Last Edit: April 19, 2016, 10:54:04 AM by Zuurix » Logged
Quicksand-S
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« Reply #1 on: June 14, 2015, 08:30:16 AM »

Nice music. It reminded me a lot of Metroid music at the beginning.

I like the art style. There's something "off" about the HUD, but I'm not 100% sure what it is. I don't really like the dark red, or the bright white, but I think there's something else. I'll think about it some more.

I'm not sure if I like the square ability icons or not. A part of me feels like they should have interesting edges like the rest of the interface elements, but at the same time I kinda like that they stand out.

The handling feels really strange to me. I find that I keep expecting the ship to accelerate in the direction I press rather than instantly being at full speed. I'm pretty sure it's because the ship decelerates so gradually, so it makes me expect the same sort of thing when trying to move.

It's a small thing, but I'd expect bullets to be drawn behind the ship sprite unless there's a visible turret on top of it.

Visually, the upgrade menu confused me at first. I'm so used to abilities being locked until I progress a certain amount, so when I saw all the faded icons I thought they were things I couldn't upgrade yet.

The "unleash weapon" beam did absolutely nothing most of the time. I must've fired it at least 15 times and it only seemed to do damage three of those times. I tried it on swarmlings later and found it slightly more effective. One "issue" I had was that it only seemed to damage them when it first appeared, even though the beam stays bright a lot longer than that. I feel like I should be able to fire and sweep it across the enemy to damage groups. Either that, or make the beam fade out faster, but I think the longer-lasting beam could make combat more interesting.

The tutorial does a great job of explaining things without wasting a lot of the player's time. The only big thing that seems to be missing is that it automatically takes you to the various screens, so I never learned how to open my skill or ship-building windows. I later found them in the menu, but the tutorial seemed to imply that I should be able to access them within the level.

I flew forward during the cutscene in the first level and had an enemy spawn a few pixels in front of me when the dialogue ended.

I find myself wishing that the destruction sprites for enemies were more spread out. There seem to be a lot of stages when you first start shooting them, but then there's a long stretch where you don't knock anything off of them and then they explode suddenly. I think it'd be nice if little pieces of debris fell off every time you hit, even if the sprite doesn't change.

I don't like how the combat feels. Just moving up and down, up and down, up and down. The enemies don't do anything really interesting. I found the swarmlings annoying enough that I just flew past them. They have a lot more health than I'd normally expect swarm enemies to have.

It would be nice if Escape actually paused.

I've been flying through this level for a while now, and I just realized that the objective says "Escort ship". My guess is that it spawned far behind me because I was moving during the initial dialogue, and it never started moving forward, or did I just misunderstand the objective? I was still able to get through the level. Near the end, the distance to the goal jumped from 1000 to 750 for some reason. When it comes to distance in games, I feel like without real-time adjustments, the distance means nothing.

It looked really weird when the carrier was destroyed and the beam just stayed there. I would've expected the beam to fade and the pieces of carrier to float away. I thought it was completely broken until the next bit of dialogue came.

I don't think "Machine finishes carrier" is necessary. Players can see that, and it feels a bit weird to go from dialogue to narration in the middle of a scene like that, especially using the same box. Maybe narration should be at the top of the screen, while dialogue always shows up at the bottom, or something like that.

I tried to save my game, but I have no idea if it worked. It would be a good idea to show a message when saving is successful (It wasn't. I'm guessing saving isn't implemented yet).

I'd also recommend mentioning it in the tutorial, because a lot of people have gotten used to automatic saves and might not realize they have to do it manually.

It seems a bit weird that I can still do things in the menus while the "Quit to main menu?" window is on-screen.

I would strongly recommend having individual sliders for sound and music volumes.


I'm looking forward to seeing the new combat system, because I really don't enjoy it as it is now. Everything else, though, is pretty well-done. I kinda like the sense of freedom to choose what to do and what abilities to upgrade, without any arbitrary limitations. The style is really good too, and there was something surprisingly atmospheric about the game despite the limited detail.
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Zuurix
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« Reply #2 on: June 14, 2015, 09:22:04 PM »

Thank you very much!
I copy and paste your post next to my to-do list!
I should be able to fix most of these.
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Zuurix
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« Reply #3 on: December 06, 2015, 07:29:12 AM »

Need help again!
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Zuurix
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« Reply #4 on: December 15, 2015, 01:34:54 AM »

Bump.
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Quicksand-S
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« Reply #5 on: December 15, 2015, 02:27:00 PM »

Updated thoughts/impressions:

-It's a bit weird that save slots say things like "Load Save 1" even if there's nothing saved yet. It's also strange that when I click on them, the menu shifts slightly before moving back to the original position.

-This is not necessarily important and could just be a stylistic choice, but I feel like words in menu items should be capitalized.

-The movement feels overly fast while at the same time being slightly imprecise. It's not hard to get used to, but zooming around and then stopping just slightly past where I was aiming for always felt weird.

-The bullet spawning still looks really wrong to me and makes me feel "disconnected" from the shooting gameplay. The bullets don't seem to come from me and don't make much sound, so I don't feel like I'm the one causing the destruction of enemies.

-The carrier I was escorting kept getting stuck far behind me for some reason. Maybe it was getting disabled by the code when I got too far away?

-Bullets can fail to do damage even if they appear to be direct hits (I think this mostly happened with enemies at the edge of the screen. The target's name didn't even show.)

-The beam weapon still bugs me because I have to remain stationary in order for it to do damage, rather than it being more useful and letting me sweep across enemies.

-Pickups don't really look like pickups to me.

-Enemy projectiles are so fast that they're essentially unavoidable if you're in their path. I feel like maybe enemies that fire less often (like the "sniper" ones) should telegraph their attacks more, so you know exectly when to dodge, even with the first shot.

-The menu system looks and feels pretty great.

-The faster dialogue is much better.

-How do I quit? I guess that's just missing from the new menu system, because it worked in the older version.


My biggest issue is still the combat. It's a slog. I move forward a bit, move up and down while shooting enemies without any real strategy, then move forward a bit, move up and down, move forward, then up and down...on and on and on. By the time I got to the first "Veteran" enemy, I was bored and sick of playing that level, so I decided to leave the carrier behind and see how far I could go by just flying at the bottom of the screen. It went on far too long and I died with more level yet to be seen.

The combat is a big issue for me because it forces me to stop my forward movement every few seconds. Having the scenery and music (which sounds great, by the way) stay pretty much the same for the entire time makes a game that starts out feeling at least interesting/unique feel really dull after a while. I think those are the two things I'd recommend working on: more engaging combat that actually requires some thought, and adding some variation to the scenery (Asteroid belts? Battles going on in the background? I don't know. I'm sure there are lots of options.)
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Zuurix
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« Reply #6 on: December 16, 2015, 01:52:47 PM »

Thanks again, Quicksand-S!
=]
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Zuurix
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« Reply #7 on: December 27, 2015, 06:03:07 AM »

Game has been updated!

Go to DevLog thread
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Bigzur
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« Reply #8 on: December 28, 2015, 05:50:22 AM »

Like it. Good Job!
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Zuurix
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« Reply #9 on: December 28, 2015, 01:30:43 PM »

Thank you!
=]
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Zuurix
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« Reply #10 on: January 03, 2016, 11:31:54 AM »

Echo #19: New information about combat overhaul!

Go to DevLog thread
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Vallar
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« Reply #11 on: January 04, 2016, 12:46:42 AM »

Hello,

I played your game and here is my feedback below in no particular order. Note that I didn't read anything related to the game apart from some info in the Devlog you posted last so as not to spoil the experience:

1- I was really loved the soundtrack in the main menu and I liked the UI it was really amazing. Well done. However, I was astonished to find a more upbeat music track during the missions rather than the sad one in the main menu. I am guessing the sad one is related to the overall story? Other than that, the music gives a false feel to your game; that this is a tragic game or some sort of a game that has a story to it. I suggest keeping the music consistent in both ingame and out of game.

2- I loved the way I can build my ship and I loved the graphics. It is minimalist but I like it. I like how I can choose the way my ship looks and that may affect my performance (a big ship means it will get hit easier and smaller ships are easier to maneuver with). I have been thinking about the possibility to make such a thing for a while, glad someone started a project with it Smiley.

3- I liked how destroying the ships or containers (these floating black boxes) shakes the screen. What I hated however is that firing my gun and getting hit has no effect at all. I can keep firing my gun and as if I am doing nothing. Getting hit feels the same. As if nothing happened. I'd suggest adding more spice to it. I am guessing you watched Vlambeer's The Art of Screen Shake video. Perhaps some of these ideas would apply to firing and getting hit.

4- I loved how hitting other ships has this feeling to actually destroying them with parts flying out and their structure change. I didn't like that when I get hit nothing happens similar to that? Why don't I lose parts? It broke my sense of consistency in the world.

5- I didn't like that the health bar is on the bottom right corner. I never look there. Honestly, I am too busy dodging and shooting that I don't notice it at all. I suggest if you want to add a HP bar, add it on top of my ship, or perhaps have my ship act like the bar itself. With color draining from it. Maybe even have it work out like Call of Duty or some other shooter where the screen goes darker the more you get hit.

6- For some reason I didn't feel enemies are interesting. They all feel... the same. They shoot bullets and I have to just dodge them up and down. There aren't any interesting enemies like the boss. I played the tutorial and a couple of missions but I felt that the time I was really challenged was in the boss fights. Other than that, it was a repetitive task of just alternating W and S while holding the mouse button.

7- That said, I felt that the damage the enemies do was really minimal that sometimes I didn't even bother to dodge, I just stood there taking the damage then refilled my HP again. Don't get me wrong, I liked that mechanic of filling up my HP. But I didn't like that the hits don't scare me. It was when enemies swarmed me that I started looking for ways to dodge and felt slight challenge.

8- The right mouse button weapon seems weak for what I felt it should do. My feeling is that the "Power" weapon. I am guessing however it isn't that in reality it just another weapon type I am using that uses up "mana". So it didn't give me the kick I was hoping for even when I upgraded it with all the points I had. That said, if I am not mistaken if I fire that weapon, as long as the white trails are on the screen they don't affect enemies. Which I kind of felt was misleading.
In other words, let's say I have an enemy right in front of me. If I fire, it hit him, but if I fire above him and slide down while the white trails are still there and the trails touch the enemy, it won't damage the enemy. In my opinion that felt misleading. If I fire a laser and the laser is still there on screen it should damage the enemy, otherwise it is better to have it disappear.

9- The controls were really cool and I had no problem with it. I used WASD + Mouse as a right handed guy. So there is no problem there (as I saw you mentioned it somewhere that it might cause problems). However what I didn't like is that I had to move between sections. Like kill X enemies, press "D" for a few seconds to go to the next wave. Why not just have the ship automatically move? You can give me the moments respite even when you control the flow of going to the next wave. You'd just give me the option to move freely but passing between waves is controlled by you.

10- I didn't like how the story suddenly appeared in the final tutorial. I thought this is just some shooting no story involved then all of a sudden some text appear and now there is a story. I think it would be better to have the story right there from the tutorial. This way it won't feel like there is this tutorial, now there is this story that started all of a sudden just to give you a reason to fight further.

11- The spaceship that I needed to protect was really weird. When I come across it, it throws me away. Not sure why it does that. Is that a bug or intended? Same thing when that square I had to protect got near me it would throw me away.
That said, I thought I needed to protect the ship so I kept try to get the ships to pay attention to me and the only way was to hit them a couple of times so I keep pumping into that ship and it throws me away, it was not a fun time. I ended up just leaving the ships hit the ship I am protecting and picking them one by one slowly which broke the realism.
Another thing is that ship that came to destroy the one I am protecting. I didn't like that it suddenly and out of nowhere appeared, hit the ship. I would have loved if it appeared and I was trying to fight it off and it outsmarted me somehow and got to the ship. That would have been better.

12- The ship giving me the square to protect. It broke the realism when it said hold on and don't move while we send you the square and it took around 3 seconds to pass the square; so the mobs waited that long? I wished it was like "here is the box" and they throw it away randomly and now I have to go pick it up fast.

All in all though, I loved the game. Honestly, I liked the music, the graphics, the UI, the atmosphere... it was really cool. I kept playing for a while after I finished the tutorial and the first levels. I think you have something really fun and good her and has potential (at least in my eyes). It just needs some polish and a few details ironed it. Perhaps that is because it is still a demo and testing. But I am guessing the final product will be 10 times better.

Hope that helps and good luck! Smiley
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Zuurix
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« Reply #12 on: January 04, 2016, 05:20:20 AM »

1 - More dramatic music is played during story missions and in destroyed regions.

2 - Anyway, in high levels, when ships are made from 50 or more parts, it's impossible avoid all enemy projectiles.
Instead of avoiding, there will be shielding, spaceship repairing and enemy stunning abilities.

3 - Ha, I actually watched that video and it did inspired me a bit.
But I got the idea of screen shaking from one game that does it well.
Screen shaking when hit is good idea, but if I also add shaking to shooting, I'd should just make screen shake all the time =]
But I'll see what can I do to make shooting more exciting.
After all, that's like all you do Sector Six =]

4 - This suggestion again?
In early game stages all spaceship parts were destructible and it was so frustrating to get rare part and then see it explode a minute later.
There's an idea to make only some of spaceship parts destructible, but it would probably cause a lot of problems.
So, the only thing that I can promise, is that in new game+ you will be able to choose to have destructible parts/permanent death/boss missions instead of normal missions/no story missions/etc =]

5 - You can turn on hit frame, that appears when you get hit in options.
But I'm not very happy with current HP bar, so it will probably change in future.

6, 7, 8 - Currently I'm working on new combat system, it should solve all current combat issues. Probably it will generate a gazillion new problems, but I'm not stopping until all of them are caught and eliminated =]

9 - Hmm, this one is interesting. Actually, even very interesting. I could expand this idea of moving between sections to change current game-play significantly. You could press R key to overpower engines and make quick jump forward to next section, to end missions or even to escape the Machines during cutscenes and story missions.

10 - Right now I'm thinking about tutorial being main story characters introduction to new type of ship, so all the explaining would make sense. For example: "SIGIL model spaceships can be completely modified. Add additional beam socket to SIGIL-5 by dragging and dropping it in building field."

11 - If you hit carrier with your spaceship, spaceship gets pushed away. It's very hard to handle movement and collisions when spaceship is made from many parts. Maybe one day I'll figure out better way to do it.
And cutscenes/scripted events/whatever they are called are so hard to make!

12 - Good idea!

10 times? I'll try!
Thank you for everything!
« Last Edit: January 04, 2016, 06:29:38 AM by Zuurix » Logged
Vallar
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« Reply #13 on: January 04, 2016, 07:46:01 AM »

3- You don't really have to shake the screen while shooting too. Yes, at that point you'd have constant screen shake. I was just saying it might be better to have something more exciting. But I am interested what you'll come up with. You have great ideas so far so I am guessing this would be much better Smiley.

4- I don't have to lose a part in 1 hit. Make it like 3-4 hits for example. Maybe even it doesn't mean I have to lose the part completely. Maybe like it would get destroyed then small parts of it drift off in space and if I collect them I can remake it again. So in that case I get a second chance. Another thing, you'd have another meta mechanic; where to put your best part to avoid them being hit. Again, a suggestion. It is up to you what to do.

5- I see. I didn't know that.

You have some great ideas, good luck really. I hope you can resolve the problems you have currently. I am quite interested in seeing how it will developed Smiley

Thanks for replying!
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Zuurix
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« Reply #14 on: January 10, 2016, 12:56:44 PM »

Echo #20: Sector Six now has attributes!

Go to DevLog thread
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Zuurix
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« Reply #15 on: January 17, 2016, 11:49:24 AM »

Echo #21: New combat test is coming!

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Zuurix
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« Reply #16 on: January 24, 2016, 10:35:26 AM »

I have just released new Sector Six combat test version, I want for people to test new combat and tell me what they think about it!


Test version has just a mere prototype of a new combat system, so beware of unfair difficulty, poor balance, unfinished graphics, unfinished abilities, wrong sound effects and glitches!

So, what is exactly different in test version?

​Difficulty.
I'm trying to make combat more interesting, more complex and, automatically, more difficult.
Enemies now can use really powerful abilities, that could easily destroy unprepared player!
Right now game is very hard, even unfair, but I intend to lower difficulty at least a little in future.



Controls.
Now you move spaceship using arrow keys and activate abilities by pressing or holding 1-9.

Shields.
Now player and enemies can activate shields. Shields soak all the damage, which means that while shield is active, you don't take damage!
Activate your shield by pressing 3, when enemies fills screen with more missiles than you can avoid! To remove enemy shields, press 4. This ability is also useful for destroying probes.



Ability unleashing.
Now abilities have chance to be unleashed, if they are upgraded to level 5 or higher.
When ability is unleashed, it's behavior changes, for example, your basic attack ability will release additional missiles, doubling or even tripling damage dealt by that ability! Currently only 2 of 5 abilities can be unleashed. In future every ability will have unleashed form! This is like critical hits in other games, just more interesting.

Attributes.
Attributes work like uncapped passive abilities. They increase damage, reflect chance, unleash chances and armour.



​Destroying breakable enemy segments matters.
Destroy them to weaken enemies.

Ability cooldowns.
Abilities now have cooldowns instead of ether cost. In future abilities will also use ether, but for now cooldowns are enough.

New part properties.
Parts now can increase ability unleash chances and attributes.



​Tips?

Use ability 2 to deal a lot of damage to enemies. Keep it for hard enemies, because it has long cooldown.



Ability 5 repairs your spaceship, use it as often as possible.

Use shield ability only if necessary!
It protects you only for 3 seconds, so you don't want to waste it on attacks you can avoid.

Good luck!
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Zuurix
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« Reply #17 on: January 31, 2016, 05:42:13 AM »

Echo #22: Difficulty, weapons and future

Go to DevLog thread
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sinisa
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« Reply #18 on: February 02, 2016, 01:17:17 AM »

Hi, this looks GREAT!
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Zuurix
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« Reply #19 on: February 07, 2016, 12:42:22 PM »

Thank you! =]
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