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yeah it's hard for some reason on the first level i spent like 20 minutes trying to shoot this weird cube in the slot and couldn't do it?

Did you stop working on this? I remember really enjoying the demo.

Yes, we're currently working on the dungeon game. There were a number of issues (actual 3D physics are a pain) as well as a lack of direction for what the "full game" should contain, and a number of other factors. Also, a certain game came out around the time that was doing a bunch of things we wanted to do but streamlined and, you know, already completed.

For now it's shelved, but maybe we'll make something out of it in the future. I doubt it though, as it would need major refactoring and we have a bunch of other more attractive ideas in mind.

That's unfortunate.
Which "certain game" are you talking about?

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Boomerang X. It's obviously not the exact thing we were thinking to make, but the general feel was similar.

based

throwing+teleporting is very fun, i see a lot of potential there for platforming challenges and such. haven't tried the rope lance very much but it seems to have a lot of potential as well.

i think stamina needs some balancing. it either charges too slowly, is consumed a lot, or a mix of both. not sure if there's even a point to stamina being there in the first place.

some enemies are kinda hard to understand or frustrating to fight. the cube that shoots the laser for example, it's hard to tell when it's hitting you, or when it's going to. the separation/transition between the tracking/hitting lasers isn't very clear, like it's slow and not clear-cut.
the spheres are REALLY annoying, but i suppose that's kind of the point. though i feel that once you break the spear, it would be nice if they were all destroyed or if it destroyed a good amount of them, or something like that.
the diamonds are okay, but just like with other enemies (and especially in this case), they get hard to find. there's a point in a fight where there's few enemies left, and instead of being able to quickly wipe the remaining ones down, you have to go hunting for them, checking out every corner to see where they are. that's frustrating and boring, i like the dynamism of throwing and killing and teleporting around.

the water looks really nice.



anyways play ULTRAKILL

Ok...review. Good game . sometiems the black outline around the environment in the level is sometimes too much and its hard to see. The lance into key thingy, if you spam attack before doing it it bugs out and the spear gets stuck in it. check out shady knight, you can take some elemnts from it which would make your game better

Thanks for the feedback!

We're aware of the softlock with spamming attack, and working on a fix.

I'll check it out!

Reminded me a lot about shenanigans in UT99 classic with  portable teleport.

Few issues:

1. It is really hard to read the level visually, especially depth. I think combination of visual style + lack of shadows might be doing the trick. I see you've added FOV slider as a possible mitigation (probably) but it does not help at all.

2. Consequently, this make it hard to read and gauge the lance throw + lance itself it not really good an indicating its path. May be consider gizmo-line helper?

3. Battles are boring, it felt like they are here just to be here. The whole, pull level, fight a wave gonna get tiresome real hard. I rather see fewer enemies but hard to catch then bunch of dolls to chase.

4. Jump is a bit too floaty, might wanna experiment more with it.

Thanks for playing the demo!

We're aware that the level is hard to read, specially in areas in the shade, if too many bits of the same color are put together. We rushed a bit for the deadline of the jam we're submitting this demo to, but in the future we'll finish polishing the first level, which should make all areas readable.

Lance throw itself shouldn't be too much of a mystery since it just has different force applied to it depending on how much you charge it up first, but it is true that it gets too small when at a distance (or when seeing the silouhette through walls) to be able to properly tell where it is for now, so we plan to add a UI element to it once it's too far away or hidden behind a wall. I'm not sure what you mean by the gizmo line though, perhaps something like what Lance 2 currently has?

In the future we plan to add more enemies with possibly more hitpoints and more interactability amongst them to create more complex combat scenarios, however the general structure of the game most likely won't change too much in the future (string of arena scenarios and other varied positioning-based challenges forming a level). It might not be everyone's cup of tea. However, if you simply found the game too easy, in the future we plan to add various difficulty levels. For now though, you can try out survival mode for a harder challenge!

We might look a bit at the gravity force applied to the player and try some tweaks, however a general feeling of floatiness and momentum-conservation is intended.

Thanks for all the feedback!