![]() ![]() ![]() ![]() Also, if the player ends up on their own or wants to challenge themselves by not using allies, it is possible to do so. This was because it seemed more fun to be able to dodge the potential bullet hell and more forgiving if you were caught out of cover. With regards to the bullets, originally they moved much faster and lead the target, but I stripped the game back and tried to give it more arcadey-feel. Thanks for the extremely comprehensive feedback here, I'll try work through it in order! Level mechanics: also just a placeholder, but I don't get it: after a level, am I supposed to just wait until I get enough money to buy things, trading player's boredom for character's power? I'm just a bit colorblind, and it took me the occasional second look to be sure to tell enemies and friends apart, which is a pain in this kind of game. To me, the colors are not nearly distinguishable enough, especially red and green. Graphics: I know, it is just a placeholder, but still I would have tested your concept better if graphics didn't get in the way. A bit difficult to grasp at first, and exacerbates the octopus effect. You need to: press the left key, then the press the down key, then release the left key, then fire. I think a cool off time, like a short reload time every six bullets or something, might add to the strategy, possibly leading to, for example: making opponents take turns while firing at each other from cover making it convenient to time the escape to the next cover making combined suppression fire (from multiple friends) more effective than single ones, etcĪiming: it got a bit weird when you, for example, you need to get out of cover by moving on the left, and fire downward. Strategy: overall, the shooting feels a bit too continuous. Hum, yes, I think that would be definitely better, at least for me, because my left hand (WASD-ing) would have to keep keys pressed, while my right hand (firing and covering) would have to tap keys, so by brain would have an easier job. In your temporary block style, I would just squeeze the block-guy over the wall whenever they are in cover mode. If so, you probably need to represent that graphically. Maybe it would have been better if the button acted as a switch between Cover and FreeMove statuses. I continuously pressed/depressed/tapped the wrong keys. Note: if this is done, firerate should probably go down.Ĭontrols: I felt like I had to push far too many keys at once, like when I have to: hold down and two directions (to shoot diagonally), and then tap. I wonder how it plays with significantly faster bullets. This is especially true as the auto-aim (and the AI) targets the position where the target is, not where it will be assuming it will keep the same speed (i.e. Gameplay: I felt bullets are way too slow: I don't need cover if I can dodge bullets them so easily by just getting out of the way. I loved the concept of auto-aiming from cover, it reflects beautifully how more accurate you are when firing from cover. Keep the good work up!ĪI feels surprisingly alive. This games captures it in an unprecedented way. I'm also fascinated by the concept of cover-based combat (pinning down, maneuvering to get enemies in cross fires, suppression fire, etc). Love the potential you have at strategies. ![]()
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