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I like the general idea of the game, and the little backstory that you use to introduce the situation is nice. But the gameplay has a few frustrating elements (which can be intended of course). I didn't play it during the jam, but I'm very grateful that you included save points! Else I might have given up halfway somewhere haha

I think it would be a bit more intuitive to learn the controls if mowing forward was on W and turning left (berserker sword) was on A, instead the other way around. Also the positioning on the screen was a bit off-putting because you can't see very far ahead in the direction you are going. This can be by design of course, to make the situation feel more dreadful, but paired with the out of controls it might be a bit too much. I like the sound warning though when the player is approaching an enemy, it gives the right amount of help to prepare yourself but also the eery feeling not knowing where exactly the alien is gonna be and how to rotate towards them.

I agree with the other commenter, once i had the shotgun I never went back to the gun. Not having it in the center of the drone caused some frustration occasionally as I could rotate only in 45° increments, so if an alien was right in front of me, the shotgun would still miss it because it was slightly more to the right.

By the way, the tutorial messages at the beginning are a bit off screen, so the first time I played the game I was really lost and didn't understand what to do and how to turn. You tell the player keep moving forward and then W to turn. But to know that to press A again you need to be further left. Also the message telling you to press A is further down, so it feels like it was something still connected to the moving forward. It might be more clear to combine those two into one message, to understand the controls a bit faster.

I understand that you don't intend to develop this game further, so please see my comments just as general notes for your future endeavors :)

(1 edit)

Ehi, thank you for the insights :) 

for the controls, i wanted to give a scheme that wasn't already recognizable, but at least connected by effect (w,s for rotating; e,d for shooting). the berserk doesn't turn left tho, it rotates by 180 degrees.

For the positioning it's true, i had this feedback on the jam and i tried to tackle it by keeping the player more near the center, but i need still to balance it.

For the weapon yeah, i'll probably iterate on the gun to make it a "auto-aiming" if in a certain range, but i'll need to see if it breaks the game ahahah. Still true that the with the shotgun, it feels useless atm.

I missed the off screen part on the tutorial :/ sorry about that. (probably the cut was made because the resolution of the screen is less than the windows resolution. I'll fix it.

The idea is not as fun as i thought, so i don't want to expand it but i want to "polish" it around the hard edges, so thank you for your time :) Cheers.

PS. I wanted to also make a flamethrower that would move the player continuosly (on the opposite direction of the chainsaw) while shooting, but graphics wise i didn't figured out how to do that, so i cut that idea ahah.

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Ah yes, I meant the chainsaw, and not the berserker sword.  A flamethrower definitely has a high potential for making it way more fun haha

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This is really good! My one observation would be that there should be another weapon that would let you rotate opposite to the chainsaw to help aim shoots. Also the gun is pretty useless when you get the shotgun.

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Really thank you for your insight! 

I'll iterate on the gun, thanks for that feedback :)