MartyX
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« on: June 18, 2018, 03:18:09 PM » |
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Hi everyone! I'm from Raze Studio, an indie game developer from Trondheim, Norway. Two days ago we uploaded a free version of Raze, a 2D brawler game, to our website ( http://raze.no/). This is a project we've been working on for about half a year. Download (stable ): https://drive.google.com/drive/folders/1gSM6b8U5p-iKaSmRt77VyHgc68BDLDr6WebGL (may be unstable (and without music) ): http://raze.no/game_build/index.htmlAbout the gameThe year is 20XX, and the city of Clearbrook has been overrun by gangs of fearsome thugs! You play as the main character Raze, a punker with red hair, a robotic arm and a really short temper. You're on your way to the city core, but it won't be a stroll in the park. The enemies are fully aware of their surroundings and they will hunt you down, surround you, and do whatever it takes to stop you. Platforms and requirements:The game can be played in a web browser or it can be downloaded (best choice, more stable). It runs on windows, linux and mac. System requrements as suggested by Unity: Desktop: - OS: Windows Vista SP1+, Mac OS X 10.9+, Ubuntu 12.04+ - Graphics card with DX10 (shader model 4.0) capabilities. - CPU: SSE2 instruction set support. WebGL: - Any recent desktop version of Firefox, Chrome, Edge or Safari. Known issues / bugs:The WebGL version seems to be very unstable, but we're unsure why. As far as we know, it runs mostly okay with Chrome, but it may not run at all in other web browsers like firefox and safari. In addition the music may not be there at all, and sound effect may be slightly delayed. If you shoot while stepping forward the ammo amount may go down by 2 instead of 1. This occurs in both the downloadable versions and the WebGL. The downloadable versions are much more stable, and we're not aware of any more issues/bugs in these versions. FeedbackFeedback would be much appreciated! We're mainly on the lookout for feedback regarding gameplay and game mechanics - things like: player movement (attacks, jumping and gun fire e.g.), enemy behavior etc. Having said that, feedback regarding art, music, sound effects, concept or other aspects are also very welcome! If you want to give us tell us what you think feel free to fill out the play-test survey (link below) after trying the game. But we're happy to get comments on the post as well! Play-test survey: https://docs.google.com/forms/d/e/1FAIpQLSfMo3raoWhcFZK7uLHujEqT0pfv653Aw3vgJW803tAgVl1laQ/viewform?usp=sf_linkCheck us outYouTube / Dev logs: https://www.youtube.com/user/MisterFonkey/featuredWebsite: http://raze.no/E-mail: [email protected]Thanks in advance!!! - Raze Studio
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« Last Edit: July 29, 2018, 11:52:12 AM by MartyX »
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mreffinsunshine
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« Reply #2 on: August 07, 2018, 07:57:38 AM » |
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Hey guys!
I am at work so I had to play the WebGL version of the game. I really liked the premise, and the atmosphere you guys are setting up. Feels like Double Dragon meets Shadowrun/Cyberpunk.
As for some thoughts, the music is not working in the WebGL version, which you already confirmed.
Sound effects for me were on time, not delayed.
For usability, I found myself having to look down at the keyboard to make sure I was pressing the button that I wanted. With everything so close together in terms of attacking, it made it confusing at times and just felt awkward. I'm sure if I were using a controller, it would feel much better but just something to keep in mind for keyboard users.
The jumping feels a bit airy/floaty, so maybe giving the character some more weight might help things. Of course, this also depends on your level design, and how vertical things are.
In any case, it was a fun little gameplay slice. Keep up the good work!
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Just gettin' started!
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MartyX
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« Reply #3 on: August 08, 2018, 05:28:52 AM » |
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Hi mreffinsunshine!
We're really glad you enjoyed the game! And thank you for your feedback and nice words!
About the WebGL version: It's very valuable to get inputs on how the WebGL version works. There are quite a bit of bugfixes we have to do on that version. But we'll try to fix it up with the next release!
About the keyboard inputs: That's great advice! Like you say, it's very important to choose buttons that enables the player to play the game in a good way. In the downloadable version it is possible to change the button inputs in the splash screen when starting the game. But we're going to add this feature in-game, so the player easily can customize inputs matching their way of playing. Then again, it's really important that the default setting is as good as possible as well! Spreading the key inputs a bit might be a good way to accomplish that!
And about the jumping: Thank you for pointing that out! We're really going to experiment with the jumping, and work out a jump that suits the level design and the pacing of the game in a good way! As of now, I really agree with you, and I don't think the current jumping matches the rest of the gameplay too well. Giving the character more weight is absolutely a good tip!
Thanks again for your feedback! We really appreciate you taking the time to play the game and even giving us inputs!
I hope you will continue following us throughout the development!
- Raze Studio
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MartyX
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« Reply #4 on: September 01, 2018, 08:35:14 AM » |
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« Last Edit: September 01, 2018, 09:05:35 AM by MartyX »
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MartyX
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« Reply #5 on: January 15, 2019, 02:09:56 PM » |
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Hi all! We're back with Raze v0.3!Download for free at raze.no! Behind the scenesWe have been quite silent for a while!! These past 3-4 months we have been working on systems development. There are few visual feature in the game, but lots of new changes behind the scenes. Here's a few of them: - cutscene system - character properties and skills - level hazards (e.g. spikes) If you want to read more about the new features, check out this change log: https://docs.google.com/document/d/10yK1PpPeXNVujhiTCcwyQCv6cICNh3lvnkQlJXAWG08/edit#We have a new member in the team!He's a great back-end programmer and has already been an essential member throughout the development of this version. Facebook pageCheck out our Facebook page for updates: https://www.facebook.com/studioRaze/?modal=admin_todo_tourYoutube videosFrom this point and forward we will be posting videos showing new updates and content regularly (every week / every second week). Check out our youtube channel here: https://www.youtube.com/channel/UCpr85lsuJRVNGxGyVD9v5hgHope to see you there! - Raze Studio
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« Last Edit: January 15, 2019, 02:48:57 PM by MartyX »
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MartyX
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« Reply #6 on: February 24, 2019, 01:25:58 PM » |
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Hi all! Psychic powersIn the newest update, Raze 0.4, you can now use a psychic force push ability! It looks like this: WebGLThe option to play a WebGL-version has be added to our website again. Try the WebGL-version here: http://raze.no/game_build/index.html or visit raze.no. (The WebGL-version's stability might vary depending on which browser you're using. Chrome and Firefox should be safe at least.) Next releaseIn the coming weeks we will try to finish most of the game's core systems, thereby ending the system development phase. New phaseAfter that we will begin making a lot of content, doing user testing and improving the core game mechanics! That's when the fun really starts! Have a nice one! P.S: We have replaced FMOD with our own audio system and re-added sounds to the game. We were a bit quick to throw in the audio again, so some objects may have the wrong sounds. This will be fixed soon!
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« Last Edit: February 24, 2019, 01:41:57 PM by MartyX »
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Vallar
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« Reply #7 on: February 25, 2019, 03:24:36 AM » |
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Hi,
I tried your game out and here is the feedback in no particular order:
- I really liked the brawler kind of setup, it reminded me of the old arcade games I used to play when I was a kid.
- I liked the purple enemies and how dynamic they were (can jump and move about).
- The controls while simple are floaty. They aren't very precise and the character moves sluggishly in my opinion. I would prefer if it moved much faster than this and something more closer to using the RawAxis value instead of the Axis value so it feels less floaty when moving and jumping.
- It took me a while to figure out how to equip items such as the whip. I would have loved if equipment were similar to any other game. I guess this is easier to track code wise though. Perhaps include a mini tutorial or list it in the controls.
- I couldn't take to the NPCs, when I press Enter near them nothing happens.
- I really loved the whip, like very much.
- I had a conflicting feeling about the whip being blocked by the shield robots but still displays an animation that it went through their bodies. I would definitely either allow the whip to hit through shields or change the animation so it isn't confusing or feel disappointing.
- The arrow pointing at enemies seem not to work until one enemy is remaining AND you have to find him first on screen. Then the arrow appears. So if I have 4 enemies, kill 3. The 4th is out of screen I don't get the arrow until I find him. I would suggest you display the arrow on the remaining enemies when they reach a certain threshold (i.e. 1-2 enemies left) and not wait for me to find them first.
- At one point sounds and music just stopped only to come back again not sure if that is because I played on WebGL or that is something universal.
- Midway through the level and a bit before the boss the first track suddenly cut off and the second one played with no transitions. I suggest you add some transition as the shift is jarring. Specially when there was nothing on the screen to call for the sudden change.
- I liked how enemies can throw the grenade at you when the drone dropped it.
- I didn't like that given enemies can throw the grenades at me, I can't do the same at them using the whip or my hand. Would've have made for an interesting risk vs reward mechanic.
- The boss fight was really easy once I figured out I can just jump above it, wait for it to turn then empty my clip on it. I would have loved to see some interesting mechanics here and perhaps have boss phases for example.
All in all, seems like an interesting game, I liked the overall art and feel. The enemies seem interesting from the get go and don't feel bland. I liked the weapon choices so far. Has a few irksome issues but they are generally easily resolved.
Hope that helps.
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MartyX
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« Reply #8 on: March 01, 2019, 02:56:43 PM » |
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Hi,
I tried your game out and here is the feedback in no particular order:
- I really liked the brawler kind of setup, it reminded me of the old arcade games I used to play when I was a kid.
- I liked the purple enemies and how dynamic they were (can jump and move about).
- The controls while simple are floaty. They aren't very precise and the character moves sluggishly in my opinion. I would prefer if it moved much faster than this and something more closer to using the RawAxis value instead of the Axis value so it feels less floaty when moving and jumping.
- It took me a while to figure out how to equip items such as the whip. I would have loved if equipment were similar to any other game. I guess this is easier to track code wise though. Perhaps include a mini tutorial or list it in the controls.
- I couldn't take to the NPCs, when I press Enter near them nothing happens.
- I really loved the whip, like very much.
- I had a conflicting feeling about the whip being blocked by the shield robots but still displays an animation that it went through their bodies. I would definitely either allow the whip to hit through shields or change the animation so it isn't confusing or feel disappointing.
- The arrow pointing at enemies seem not to work until one enemy is remaining AND you have to find him first on screen. Then the arrow appears. So if I have 4 enemies, kill 3. The 4th is out of screen I don't get the arrow until I find him. I would suggest you display the arrow on the remaining enemies when they reach a certain threshold (i.e. 1-2 enemies left) and not wait for me to find them first.
- At one point sounds and music just stopped only to come back again not sure if that is because I played on WebGL or that is something universal.
- Midway through the level and a bit before the boss the first track suddenly cut off and the second one played with no transitions. I suggest you add some transition as the shift is jarring. Specially when there was nothing on the screen to call for the sudden change.
- I liked how enemies can throw the grenade at you when the drone dropped it.
- I didn't like that given enemies can throw the grenades at me, I can't do the same at them using the whip or my hand. Would've have made for an interesting risk vs reward mechanic.
- The boss fight was really easy once I figured out I can just jump above it, wait for it to turn then empty my clip on it. I would have loved to see some interesting mechanics here and perhaps have boss phases for example.
All in all, seems like an interesting game, I liked the overall art and feel. The enemies seem interesting from the get go and don't feel bland. I liked the weapon choices so far. Has a few irksome issues but they are generally easily resolved.
Hope that helps.
Hi, Vallar! So nice that you like the game! And thank you for such comprehensive feedback!! This is just what we need! We'll definitely look into improving the aspects and fixing the issues you've listed. Cool that you mention boss phases! For the next release, Raze v0.5, we've been talking about adding this to the game. We'll also look into improving transitions between songs. Great tip! After Raze v0.5 we'll start focusing a lot more on core game mechanics and how the gameplay feels. Then we'll definitely look at making the controls less floaty and the weapon selection system a lot more intuitive! As for the WebGL version: The issues with the audio disappearing and the NPCs dialogue not popping up probably have something to do with the WebGL version. We will try to make the WebGL a lot more stabil and bug free in future releases! It's awesome to hear that you find the game so interesting! Thanks again! We really appreciate it! - Raze Studio
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« Last Edit: March 01, 2019, 03:03:14 PM by MartyX »
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nerdi
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« Reply #9 on: March 05, 2019, 08:17:46 AM » |
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Hey, I am so excited for this game to be released in full I had a lot of fun in 0.4, with the first short level & end boss. I can definitely see this being an incredible game with unique items, spells/abilities, and bosses. I think you guys are going to go far with this game. The graphics bring me back to my childhood, but it works for the theme of the game & doesn't sacrifice gameplay in my opinion. I think that the default keybinds could be altered, but that's all easily changed ! Here's my other feedback - Make boss shields temporarily removable through damage
- Make boss projectiles (missile for example) a little harder to dodge, or faster
- Boss projectiles should be able to go UP/diagonal - not just horizontal
- Perhaps bosses should spawn other monsters to deal with to make dodging a little harder
- Keep items when you save to a checkpoint - I might be mistaken, but I think I lost it after a checkpoint?
I loved the part I was able to play & I made a video showing my YouTube channel what it's all about I hope it brings in some new players for you!
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MartyX
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« Reply #10 on: March 09, 2019, 08:25:20 AM » |
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Hey, I am so excited for this game to be released in full I had a lot of fun in 0.4, with the first short level & end boss. I can definitely see this being an incredible game with unique items, spells/abilities, and bosses. I think you guys are going to go far with this game. The graphics bring me back to my childhood, but it works for the theme of the game & doesn't sacrifice gameplay in my opinion. I think that the default keybinds could be altered, but that's all easily changed ! Here's my other feedback - Make boss shields temporarily removable through damage
- Make boss projectiles (missile for example) a little harder to dodge, or faster
- Boss projectiles should be able to go UP/diagonal - not just horizontal
- Perhaps bosses should spawn other monsters to deal with to make dodging a little harder
- Keep items when you save to a checkpoint - I might be mistaken, but I think I lost it after a checkpoint?
I loved the part I was able to play & I made a video showing my YouTube channel what it's all about I hope it brings in some new players for you! WOW! Thank you so much for your feedback and nice words! And you even made a youtube video! That's amazing! So nice that you like the game and that the gameplay and graphics work for you! Lately we've actually been trying out ways to improve the graphics a bit. So for the next versions things may look a little bit different. We hope it will be to your liking! As for the boss mechanics, we'll definitely look at ways to improve it. You've mentioned a lot of good pointers! We'll also add boss phases soon. And just a few days ago we actually added the option to change key-bindings in-game! The inventory should be saved at each checkpoint, so it sounds like there's a bug with the save system. We'll look into that! Again, thank you so much! Your support means a lot to us! We really appreciate your faith in us and we'll try our best to live up to your expectations!! - Raze Studio
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« Last Edit: March 09, 2019, 08:32:50 AM by MartyX »
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MartyX
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« Reply #11 on: April 30, 2019, 02:08:10 AM » |
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MartyX
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« Reply #12 on: June 01, 2019, 05:00:18 AM » |
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« Last Edit: June 01, 2019, 05:27:36 AM by MartyX »
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Narsiph
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« Reply #13 on: June 17, 2019, 11:28:38 AM » |
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Tested the Game - Here's my Feedback.
Foreword I am not a english native speaker so if you dont understand something, tell me, i am happy to rephrase.
Graphics: Dark. And thats my problem. I cant see much when its too dark. Its like "Is there the ledge or do i need to jump farther?". Overall the Style is - Cyberpunk Style? Neat.
Sound(s) / Music: Sounds annoyed me, the music was... i dont remember the music. So, okay i guess.
Movement/Mechanics: Eh... Not near a classic brawler and i fell through a couple of ground-tiles. Annoyed me but yeah, its very early gamestage i guess. Test it with extreme measurements. Break your game when you test it. Else the mechanics were okay-ish.
I was reminded of that Dante-Guy-Game, something with Devil or whatever. Jumping, Shooting and hitting Demons. Instead, you shoot and punch random cyberpunk guys.
Actually, i would pretty much play this game with friends. I always liked Double Dragon, TMMNT Back in Time and Games similar to that. Keep on going, finish this game :3 At the end, iam just a random stranger from the webz.
Stay crunchy.
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MartyX
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« Reply #14 on: July 01, 2019, 01:51:46 AM » |
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Tested the Game - Here's my Feedback.
Foreword I am not a english native speaker so if you dont understand something, tell me, i am happy to rephrase.
Graphics: Dark. And thats my problem. I cant see much when its too dark. Its like "Is there the ledge or do i need to jump farther?". Overall the Style is - Cyberpunk Style? Neat.
Sound(s) / Music: Sounds annoyed me, the music was... i dont remember the music. So, okay i guess.
Movement/Mechanics: Eh... Not near a classic brawler and i fell through a couple of ground-tiles. Annoyed me but yeah, its very early gamestage i guess. Test it with extreme measurements. Break your game when you test it. Else the mechanics were okay-ish.
I was reminded of that Dante-Guy-Game, something with Devil or whatever. Jumping, Shooting and hitting Demons. Instead, you shoot and punch random cyberpunk guys.
Actually, i would pretty much play this game with friends. I always liked Double Dragon, TMMNT Back in Time and Games similar to that. Keep on going, finish this game :3 At the end, iam just a random stranger from the webz.
Stay crunchy.
Thank you so much for your feedback! Really appreciate it!
We will definitely take your feedback into consideration.
Graphics: We're doing another revamp on the graphics for the next version of the game, and we'll keep your comment about the "darkness" in mind!
Sound: We'll look into how we can make the sounds less annoying. Feel free to elaborate on what's annoying about them! That would be super helpful! (It might be related to the jumping sound... Because the jumping sound is high-pitched, and at this point the enemies jump all around the place! ^^)
Combat/Mechanics: For this version we'll hopefully also work on improving the combat. And the issue with not being able to jump high enough and getting stuck in / falling through tiles should be fixed now.
Thanks again!
U 2 Stay crunchy!
(By the way, your English is great! ;-) )
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MartyX
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« Reply #15 on: July 23, 2019, 08:09:34 PM » |
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