- I turned off the filter and put the render scale up. I'm also a fan of the pixelated filter look but this game is already crazy looking enough i'm not sure you need it, especially with the default dither
- I had trouble learning to move fast, im not much of a bunny hopper so i think this game might just be too much for me hahaha, but maybe a short part in the tutorial beginning explaining how to move around better? or move the base walk speed up a bit higher, 10 is very low if 30-40 in the air is "slow to medium" speed for this game. but again, maybe im not the target audience so ignore
- technical note that i had a lot of pauses when i'd hit or kill an enemy type for the first time, i assume its the classic loading sound / shader compilation problem that game engines have. it's not game breaking but maybe its worth some time to try and preload those somehow?
- style wise i love the level structure, it's fucked up and disorienting in a good way. even as many rooms are just a box with hallways and drop downs coming in, they felt different from each other and gave a good vibe
- i ran out of ammo pretty quick after that 'leap of faith' and spent a long time trying to find more ammo, maybe its just my dumb ass missing it or maybe its intentionally harder there, either way just something i noticed
-Some players love the filters, so I'm not planning to remove them. :P
-Regarding speed, the game is balanced around bunny hopping (I could introduce that earlier with a message totem). It’s not a simple adjustment, but there will be more movement upgrades later in the game, and I’ll eventually add speed upgrades too.
-The pauses are unfortunately due to an engine issue (they tend to lessen the longer you play), but Godot 4.4(currently we're on 4.3) is expected to fix this. For now, the initial loading screen helps reduce it somewhat.
-Ammo is intentionally a bit scarce for the sake of challenge, but there are stashes if you explore, and I made sure there’s plenty during major encounters(will adjust based on more feedbacks).
-Thanks for enjoying the art style!
To sum up, the unconventional choices aim to push players out of their comfort zone. The boomer shooter sub-genre was starting to feel repetitive to me, so I wanted to experiment and flip some of the usual tropes. Only time will tell if this approach resonates.
← Return to Alpha Demo
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heya, leaving some quick thoughts for the demo:
- I turned off the filter and put the render scale up. I'm also a fan of the pixelated filter look but this game is already crazy looking enough i'm not sure you need it, especially with the default dither
- I had trouble learning to move fast, im not much of a bunny hopper so i think this game might just be too much for me hahaha, but maybe a short part in the tutorial beginning explaining how to move around better? or move the base walk speed up a bit higher, 10 is very low if 30-40 in the air is "slow to medium" speed for this game. but again, maybe im not the target audience so ignore
- technical note that i had a lot of pauses when i'd hit or kill an enemy type for the first time, i assume its the classic loading sound / shader compilation problem that game engines have. it's not game breaking but maybe its worth some time to try and preload those somehow?
- style wise i love the level structure, it's fucked up and disorienting in a good way. even as many rooms are just a box with hallways and drop downs coming in, they felt different from each other and gave a good vibe
- i ran out of ammo pretty quick after that 'leap of faith' and spent a long time trying to find more ammo, maybe its just my dumb ass missing it or maybe its intentionally harder there, either way just something i noticed
Thanks for playing!
-Some players love the filters, so I'm not planning to remove them. :P
-Regarding speed, the game is balanced around bunny hopping (I could introduce that earlier with a message totem). It’s not a simple adjustment, but there will be more movement upgrades later in the game, and I’ll eventually add speed upgrades too.
-The pauses are unfortunately due to an engine issue (they tend to lessen the longer you play), but Godot 4.4(currently we're on 4.3) is expected to fix this. For now, the initial loading screen helps reduce it somewhat.
-Ammo is intentionally a bit scarce for the sake of challenge, but there are stashes if you explore, and I made sure there’s plenty during major encounters(will adjust based on more feedbacks).
-Thanks for enjoying the art style!
To sum up, the unconventional choices aim to push players out of their comfort zone. The boomer shooter sub-genre was starting to feel repetitive to me, so I wanted to experiment and flip some of the usual tropes. Only time will tell if this approach resonates.
Thank you for sharing your thoughts!
This is peak everyone, the atmosphere is insane