Feedback

  • SLAM enemies into walls, spikes, and explosive barrels with your melee weapon (weapon #2)!
  • You can also slam barrels and broken spikes into enemies
  • This is an alpha build!
  • I ask you give BRUTALLY honest feedback on how the core mechanics feel!  Core mechanics:  move, shoot enemies, slam enemies (and hazards into enemies)


Objective

 Try to destroy all the enemy bots without getting destroyed yourself!  No win condition, restart game to try again



❌ Known issues

  • FIXED!  The enemy AI is ridiculously simple and gets stuck.
  • The map generation is temporary, wonky, and enemies are often stuck.  In the actual game I plan to do a grid, and use proper pathfinding.
Updated 20 hours ago
StatusIn development
PlatformsHTML5
AuthorSnapgadget Studio
Made withUnity

Development log

Comments

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(+1)

I'm so glad I was able to play this game as much as I could at the Cleveland Game Dev Playtest Night. 

It got me excited and pumped and hopefully this game has a multiplayer or some sorts.

Thanks a ton man.  Your feedback was really encouraging and has been a boost for getting this thing done!

While multiplayer isn't planned, there is a possibility of a 'ranked' mode of sorts, where you can try to clear a run in under X amount of time and/or score X amount of points, the faster you go and the higher your score, the better your rank.   No promises, but it's possible!

You're welcome and anytime! 
 
Your game gave me a burst of inspiration and a chaotic fun time to enjoy and figure. So I'm glad I was able to play when I could and can. 
And I'm extremely looking forward to seeing the rest of the development and how it goes. 

And I definitely want to make some fan art eventually when I'm not totally tied up with work and life.  

Hey - nice prototype, it has a cool bouncy feel even at this stage which I think is maybe a good indicator that you'll be able to add a fair amount of juiciness to the later alpha build.  

I like the initial feel of the controls, though I kept on getting pushed into a wall then losing the ability to move - not sure if that's me being bad at the game or a bug :D The shooting is cool though, has a satisfying feel even at this stage. There's obviously loads more you can build on in that respect. If there was a tonne of different explosive weapons firing off everywhere, and enemies exploding and spikes...spiking...etc, then I reckon you can definitely use this as a basic prototype that delivers a fair amount of fun for what it is. 

I could obviously say the visual stuff that needs to be improved, but as you've stated this is a prototype there's no point in me saying "oh you need better gfx" but I'm definitely intrigued to see what they become - could be anything from random bugs with guns on their backs to actual tanks haha :D

Anyway, my only major issues were the collision detection on my character, like I say I'd have a bit of a shoot-out, ping a load of enemies around, then get sandwiched against them and the wall and then the controls seemed to stop working so maybe I was just destroyed, which actually makes sense now I think about it haha. If that's the case maybe need more info on that for dumb asses like me ;)  Also, I didn't get the slammer thing too well, maybe that needs more explanation and ease of access as stated in other reviews. I do like the idea of having that on the right mouse - again, for dumbasses like me, and then it'd maybe make it more fun when it's easier to implement, cos otherwise a shootout is my first instinct and I tend to ignore the slammer.

Hope that makes some sense and maybe helps you a little bit in developing it! Great work in a short time and interested to see where it goes ;) 

(1 edit)

Hey!  Thanks so much for the detailed feedback!!  I apologize for the delay here - I think I started to reply twice before 😂

  • Really glad to hear about the feel of the controls and shooting :) 
  • If you're getting pushed into a wall, or really anything else happens, and you're unable to move, you probably ran out of health and are destroyed.  If your player turned gray, that's what that meant.  But you made me realize I need to make that a lot more obvious.
  • I agree with you about right-click activating the slammer, a number of people have said that.  Since it's like a melee weapon, I think people expect a quick-fire key for it

And... two of the items you brought up are no longer the same as when you left this comment!  Slammer can now be activated by right-click, your player now disappears when destroyed, AND there's actually some art in it!  Plus a slow-mo feature you can toggle, although it's only a preview feature.  Full game it should activate when you overcharge your weapon.

Thanks again Dav!

I like the pacing a lot more now. It feels better than before. Maybe some screen vibration when you use the slammer would be nice. Maybe introduce more enemy types and/or waves. I also don't like having to press 1 or 2 to switch weapons while using the WASD keys to move. I feel like using left-click to shoot and right-click to use slammer. It would also be cool if there were levels that had water pools or lava to avoid sinking into (not sure if they would work). 

Thanks for the feedback!  Very glad to hear the pacing's better!  I for sure agree screen shake would be a welcome addition for not just slamming but also firing, that's probably a step past the core gameplay stage right now.  And I plan to implement right-click + left-click for the 2 weapons :) That's an interesting idea with water/lava, it might take a while to implement but I do plan to have more hazards to interact with!