Tried the demo and it's pretty cool. I gotta say I really like the unique perspective, it's something that doesn't quite come across in the screenshots but when you see it in motion in game it's a really cool effect. Good luck with the progress! If you ever need music at some point look me up, cheers!
Thanks for trying it out! Glad to hear from multiple people that the perspective adds an interesting element to the game.
We're still a ways off for needing music, but thanks for letting us know!
I just checked out your demo and you did not lie when you said it was hard
I replayed it 4 times and almost made it to the end. It still felt engaging though which is a good thing.
Hej Nordanvinden! Thanks for playing our prototype! Glad that with all the deaths, you still found it engaging to play. Without watching people play, it's impossible to know whether people try it once, decide immediately that it's too hard and throw the controller down in a rage
so I'm glad that you found it interesting enough to play 4 times. I'm sure we'll be balancing the difficulty through to the very end. It's tricky to get right.
The intro was cool when the ships entered from behind and from above. It gave the game a nice sense of depth and an understanding as to why you chose 3D instead of 2D. I did not experience that feeling later in the demo game though. (probably the most memorable thing from the demo).
That part was a lot of fun to design, but I vastly underestimated the amount of time it would take to make that camera swoop feel right, especially with throwing enemies and gameplay in there! I really like the more cinematic approach, but as I mentioned in my previous post, it took a lot of tweaking to make the beginning part feel okay, and it still didn't end up exactly as I'd like.
It was a good exercise in seeing how long areas like that would take to make. We do want to include areas where the enemies swoop down, but we'll have to keep the camera theatrics to a minimum, or it will take too long to finish making the game.
The game play was easy to understand and the controls felt good. I never felt it was the controls fault when I died. (but damn, a lot of red bullets
)
I would also like to be able to shoot in different directions. Not only forward. I know that similar games often only let you shoot forward and add missiles and such as complements, but to me its annoying and makes the game less dynamic/feels like I loose my flow.
Good to hear you like the controls. Your feedback on shooting in different directions actually prompted Manne to experiment with that today! (You should be able to try out the new control scheme in the next build.)
We were originally thinking of using the fixed position for projectiles, but it could definitely add a lot for players to have more control over the trajectory of projectiles, as you mentioned.
I am not sure how to give feedback on the yellow smiley faces since I dont know how you will change those. Are they supposed to be the crew from the ship you shoot down? I had no idea that they would attack me, until it was too late.
Oh man! We'll make sure to change the smiley faces to coins. We didn't realize players might perceive them to be enemies! Wow, that must have made the level feel significantly harder than it is! Hats off to you!
The level felt a bit linear, but I read that you are working on that.
It would be nice if the map would go to the right and left as well. Then you would "see further", since the screen is normally in landscape-mode, if you know what I mean? It could also change up the gameplay a bit from always moving forward.
It's something we'll have to experiment with. A lot of shooter games are more linear, and we don't want to make too much work for ourselves, but we should be able to do something interesting things with branching paths.
We do have a feature in there already to support the player moving right and left, but it isn't something we explored in this build. That's another aspect we need to explore in a future demo.
Enemy wise I think its a good start. But I did think that the normal ships and bunkers were firing a bit too fast. It was hard to pass through the different bullets, even though I tried to wait until the last possible moment. All the smileys did not make it better.
Yeah, we probably should slow down the bullet firing speed. I agree it can become hard to see what's coming. Again, sorry about the smiley face coins!
Thanks for uploading a demo, it was fun to try it and it was definitely a solid demo that explains what you are going for
I just wanted to add that I think it would be better to upload a .zip file instead of a .rar file since you need third party software to open those files (as far as I know).
Awesome! We absolutely appreciate your detailed feedback, and we hope you play our future builds as well! Thanks for the tip on using a .zip file for next time. We'll be sure to do that.
Hope you're enjoying Stugan! Awesome to see you're posting new DevLogs about Sisu every day. It's looking great!