- Commands for the VIP? Especially "wait".
- Not sold on the wait to reload. I don't mind a cool down period for reloading, forcing the player into cover, but I still want to initiate the reload with a button press
- Auto aim wasn't obvious to me at first. I don't know what would help here?
- I shot the VIP on my first play through because I didn't realise who they were "Stop chasing me! <boom>"
Thank you!
Those are useful tips, I've also struggled on those topics while working on the game, for most of this problems I'm guessing a little auto-play tutorial level would make the difference and I'm working on include it.
The cool-down-to-reload thing is taken directly from good old game Dangerous Dave In The Haunted Mansion (that I love) and I cannot do without it, even if it can feel uncomfortable sometimes but it was one of the main things I wanted in the game from the beginning (even though not present in the very first LD version)
I played your game
Thank you!! Really good to see some gameplay!
That game is goooood!
Really had fun playing. I stopped at level 4. It's annoying when we loose because of our little friend but the game is still fair. At first I saved ammunation but I ended up unloading my ammo pretty fast at the end of my run.
Had a lot of fun =]
Thanks!
Pretty awesome all around. It definitely could be expanded into a full game (but don't mess it up!
).
It seems like the VIP tries to stay "behind" you? Whatever it is, it works pretty well, and feels like you can control him a bit. Of all the "escort missions" in games, this may be the only one I've seen that isn't really annoying. Occasionally he runs ahead of you, I think when you turn around or try to look in a different direction. Maybe his target position could be averaged over time or something.
Is there some auto-aiming, or do the enemies just have big collision shapes and I'm awesome?
The amount of lerp on your character rotation seems just right.
It's sometimes annoying that you can't see very far, or that the "height" of the walls prevents you from seeing around corners as well as I'd like. Maybe if you had another key to "look" it would be fine.
Once or twice in the last few levels, I died because I didn't see an enemy who was standing on top of other enemy corpses. That was particularly annoying since it was at the very end of the level. Maybe there could be more visual distinction for the living enemies, they're already pretty close in color and value to the environment.
P.S. You know, it would be cool if you actually had a way to protect the VIP from bullets. On several occasions I ran in front of him to absorb the bullet myself, and felt like a hero, but of course then you die and it doesn't help anything. I also tried pushing him out of the way, but then either I just took the bullet myself again, or just failed completely because you're not really fast enough and it's hard to push a circle in a straight line with another circle. Maybe you could have a "push" action so you could run over and shove him out of the way before he gets hit, without getting hit yourself.
Thank you, yes I'm working as much as I can to try to expand it to full game.. yes as you say the VIP points like 1 meter behind you but decides to move once every tot frames, so sometimes yes he's a bit late or points to some "old" position and can generate problems, I guess it feels realistic for the moment, he can't be a ninja or the point of his weakness to protect would be gone.. but maybe I think I could try to add a little opaque indicator behind you that constantly shows you where the VIP is heading to so that feeling of controlling him could be even more present.
Yes there's a little autoaiming to enemies positioned in your facing direction, its not perfect but it give the right feeling/satisfaction, this was another necessary point I wanted since the beginning, I like twin stick shooters but I wanted this game to be playable just with 4 directions + 1 button like the good old game Berzerk (which I love)
The high walls that prevent you from seeing beneath is pretty much wanted even though if you lean on the wall the game give a little zoom-out so let you guess what's on the other side, you think I should increase this zoom-out effect?
Totally agree with you about enemy distinction, many people told me it's hard to tell enemies from ground color or dead bodies so I'm definitely changing a little bit their color.
About the PS I must tell you that the very first concept of the game was actually about that, the theme of the LD was "keep it alive" so the game was pretty abstract, you just rotated around a moving object to make shield for enemy's projectiles, than I added possibility to shot, to move, so I saw the "hotline vibe" potential of the game and decided to change it all :D
BTW
last two weeks I've worked hard on a level editor that'll save me a huge amount of time on creating a lot of new levels
(here's a little sneak)
so now I'll go back on the game and go on with fixes and new features hopefully for a new release.. stay tuned! (