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(+1)

Amazing! Been following this in the last couple of months and am so glad I can finally play it.


First impression: I think this is an absolutely cool project. I love the style and feeling of it and cant wait to play more.


Unfortunately I was not able to finish the demo:


1. No mouse invert - this makes it really hard for me to play / aim

2. too much camshake / fov changes. Please add an option to remove all camshaking and fov changes when walking to 0. Otherwise this can be really vomit inducing for some players like me.



If you want to read some more general feedback:

- The music was amazing! I loved it and it created a great atmosphere.

- Soundfx were great (only the sound when you walk over this text / chat icon does not fit imo.)

- Ran super smooth even on my internal intel IGPU which usually struggles with Godo 3D

 -Imo every FPS needs a cross-hair. :)


Keep it up! Please add invert mouse and no camshake and I will be able to play through the whole thing! Cannot wait to see more! 

(1 edit)

Absolutely! Will update soon with an option to reduce/disable screenshake as well as an option to invert mouse controls. I´ll post a new comment here to let you know about the update. If you have another request/suggestion, please let me know! EDIT: Fov changes and more as well.

Hey! Just commenting that the new options are available now in the new version 0.0.41. I added many new ones apart from the most requested ones:

-Invert Aim.

-Mouse sensitivity Slider.

-Enable/Disable individual HUD elements.

-FOV effects Slider.

-ScreenShake Slider.

-Enable/Disable Headbob effect.

(+1)

So I had the same issues as everyone else here with the bugs and whatnot. I'll say other things. :D

  1. While the level is rather drab, once the skeletons and dynamic chase elements commence, the presentation becomes amazing. Granted, it's right at the end of the demo but it really sells this terrifying place.
  2. Similarly, facing the boss was an incredible experience. That thing made an incredible impression.
  3. The combat is rather meh at this stage. Dehka or mech, you just mash the fire button until whatever's in front of you dies. This is complicated by even the most basic enemies taking multiple shots to die, let alone the bigger ones. This is only worsened by your shots being relatively slow enough for agile enemies to move out of the way. My index finger and left mouse button are currently protesting against me.
    I feel like the primary fire should've been much more powerful and faster travelling but with a slower fire rate, encouraging well-aimed single shots. Strong enough to take out the weakest enemies in a single shot, fast enough for shots to hit reliably, yet not repeatable enough to spam.
  4. This is a fine tutorial for the game as it's really easy at this stage. I assume it'll get harder as it goes on but, honestly, even the boss felt way too much like a non-event; I just had to mash the fingers off once my shots actually hit their targets.
    The biggest threat in that fight was the floor being way too narrow. The hardest part of the game was the jumping enemies on the bridge because they were too small and mobile for my mech to hit.
  5. Speaking of the bridge, I feel like the mech should've had the boost from the start. Since you only get it near the end of the bridge that you're running straight across anyway, it makes the bridge a missed opportunity to show off the ramming capabilities of the boost.
  6. The dialogue boxes can go by so fast that, by the time I notice one's popped up, it's gone to the second one. Maybe put a delay on the first text box?
  7. The mech's first impressions left me wanting. It just felt like a slower version of Dehka. Even the primary fire felt the same without any indication of a power boost.
  8. Dehka and Alyssa are adorable and their personalities are extremely vivid. Their dialogue boxes are fun to read.
(+1)

Thanks a lot for the feedback!

Super glad to hear the ending was satisfying! I worked really hard to give a strong final impression for the demo, and it's been amazing to hear the compliments about the last section!

3/4-Talking about the difficulty, yeah, the combat is pretty simple at the start, it will get WAY more complex as the game progresses...There are also a few upgrades to your weapon by using Machine Cores (Use Terminal) but I think I made those Cores really hard to find. (I´ll see how to make these more accessible)

Those upgrades help a LOT with fast-moving enemies.

5-I don´t know why I didn´t put destroyable sections after getting the Boost upgrade. I agree it would be so good to show off the ramming at that part, that´s a quick fix/level integration.

6-I´ll see how to mitigate the issue of dialogue overlapping, Im thinking the best solution would be to Log (hehe) all the dialogues into a list so the player can check missing ones.

7-The firing on the Mech could use a different sound or some extra particles when the bullet hits.

8-Glad to hear about these two! Their stories and backgrounds I'm planning to be revealed as the game progresses.

Thanks again for your feedback and for playing! I´ll update the game soon with some new patches and some extra funsies too.



 

(+1)

Just played 0.0.3 and I'm glad the glitches are largely fixed! It definitely feels much smoother to play already. :D

Yeah, I found precisely one core in my re-playthrough. Honestly, first time around, I just assumed you didn't actually put any cores in the demo and left them in there as a hint to what the rest of the game would have.
Part of the difficulty is that a lot of the world looks the same and I worried that I could possibly have been backtracking without realising it. Fortunately, that never happened.

I took delight in charging through the bridge once I got the boost upgrade. :D Then I took damage from two enemies at the same time mid-boost and my health dropped by two fifths. QnQ I believe it was when two of those small jumping enemies fired a shock ball at the same time.

(+2)

Awesome! I’m glad to finally play it. Couple of points:

  1. Semi-Softlock when blowing up the red pillar to destroy the skeleton for the first boost pad. It didn’t trigger, had to reset.
  2. Permanent-softlock when in the chase scene I jumped and went out of bounds into a sea/skybox? On reset I was back at the seed and couldn’t get out the mech.
  3. On game close/open I could get out the mech but the same issue happened when I didn’t jump. Don’t know if that’s the end of the demo.
  4. The medium sized jumping charging enemies do not react when you shoot them at a great enough distance. Don’t know if the small ones are also supposed to not react.
  5. Game was very easy overall, I never really needed the crates, and the guardian did not react much to my shots. The most I took damage in was the chase scene.
  6. I would’ve liked an aiming reticle but since you’re supposed to lead your shots I get why that wasn’t really a priority.
  7. Could you actually get the chest on that exploding floor?
  8. Had a really fun time otherwise! Really great first showing, lots of cool things.
(+2)

Thanks a lot for playing!

1-That´s a bug yeah, it should be destroyed completely.

2-That´s the end of the demo, a dialogue should trigger congratulating the player for finishing the demo and some closing thoughts, but it didn´t fired for some reason... had the same issue with other playtesters, Im so sorry for that! I´ll fix that on the next update.

3-Yeah, same as 2.

4-Right now they dont react (so you could techincally just shoot them from afar forever), but Im planning to make them aggro when being shot from afar.

5-The prologue is supposed to be overall easy, but the planned aggro new behaviours should make it a bit more challenging.

6-I need to think about this one, a reticle for both the player and the mech, it could also change depending on the weapon you´re holding.

7-Yep! (I will not say too much else to not spoil too much).

8-Thanks a lot for your thoughts and feedback! I´ll work on an upcoming update that addresses most of the issues present and expands the end of the demo so it's not just a dead end. 

Thanks again for playing!

(+2)

Okay I figured out the treasure thing, that’s really clever lol, I was wondering how to get into that Other bugs that I forgot:

  1. On reload the save blur effect is applied and is gotten rid of by saving again.
  2. Controller right stick not moving camera but everything else seems to be working.
  3. Quitting and reloading while using a CHIP keeps the CHIP. This is just a funny bug.
(+2)

1- Yup, fixing that one too.

2-I so want to implement the Xbox gamepad! I did worked on it but still haven´t implementetd it fully, will work on that as well for another patch.

3-I kinda want to leave that one there lol, just so players don´t feel cheated of their powerup if they just logged off for a moment to do something else.

Glad to hear you got to that chest! I´ll upload soon a hotfix for the deleting save and stuck on Mech issue on point 3.

(+2)

ITS PEAK!! I CANT WAIT TO PLAY THE DEMOO!! AAAAA

(+1)

Thank you. Soon!