first time i played this. i don't have much to say, besides that it's fun. i got stuck on the last level, i couldn't figure out how to get to the other side of the bridge, but that's just me sucking at these type of games. well done!
There’s a key you need to get to access the control tower, but I’ve had another playtester point out the keycard is in a spot where it really blends in with its environment. I’ve been trying to keep the pickups consistent as simple objects on the ground, but I may need to start making some of them glow or float or something.
Played through it , still like it. Do not know if I could spot the differences in AI-behaviour. It did seem harder though, so that is probably the case.
If you stay in their line of sight you won’t see many differences, it was more about improving performance and handling edge cases so they don’t blindly dive off cliffs or run into walls trying to chase you.
Fun and fast paced game, I liked doubling around and stabbing enemies from behind. Nice touches with things like glass cracking, sound of stepping over shells and firing underwater.
A couple things:
Standing partially behind an obstacle, mechs will stand still and shoot but not hit you while you can shoot back
There's a crack between two rocks near the end of the first level where I got stuck jumping between them, not sure if you can tell where it is from this pic
Thanks for trying it, I still need to come up with more reasons to go underwater.
Standing partially behind an obstacle, mechs will stand still and shoot but not hit you while you can shoot back
I don’t have an easy way to deal with this, a lone AI is never going to outsmart an experienced player.
There’s a crack between two rocks near the end of the first level where I got stuck jumping between them, not sure if you can tell where it is from this pic
Thanks for pointing it out, I can’t find all of these myself.
the kill counter sfx at the end of the level is very loud
i'm glad that the jumping AAAAHNG is much quieter now lol
i always struggle to find the blue key card in the final level, even though i already know where it is. it just doesn't pop up enough, it almost looks like a normal armor pad or health kit from afar
the mech AI seemed smarter at aiming? it actually hit me a few times while i was strading circles around it.
the kill counter sfx at the end of the level is very loud
It’s based on just the regular menu volume level but all the menu sounds files are quite a bit quieter. I’ll change it to the lower of either SFX or Menu sounds.
i always struggle to find the blue key card in the final level, even though i already know where it is. it just doesn’t pop up enough, it almost looks like a normal armor pad or health kit from afar
I can see this being a problem, I don’t really know what to do other than maybe just try to move it elsewhere in the room like maybe on one of the couches. I could put it next to the two dudes in there but you can sometimes alert them from outside and it won’t be much more visible all the way at the far end.
the mech AI seemed smarter at aiming? it actually hit me a few times while i was strading circles around it.
I don’t remember intentionally doing this, but I tweaked the tracking speed and the projectile spread a bit when I was adding the torso twist which definitely would’ve had an effect.
I don’t get how you can stand turning off music, head bob, AND weapon bob. Whatever, the options are there for a reason.
The menus aren’t intended to work with less than 720p, but the HUD shouldn’t be so messed up. I added an extra offset to restrict the corners to 16:9 in ultrawide but forgot to put an fmin in the equation to stop it applying to other aspect ratios. Easy fix.
I wasn’t really sure if I wanted to submit for this one, there’s isn’t much new to see. I did however finish the AI overhaul and redesigned the HUD to make it easier to add new stuff. Railgun/Sniper is currently being textured so that will definitely be in the next demo day.
Comments
first time i played this. i don't have much to say, besides that it's fun. i got stuck on the last level, i couldn't figure out how to get to the other side of the bridge, but that's just me sucking at these type of games. well done!
There’s a key you need to get to access the control tower, but I’ve had another playtester point out the keycard is in a spot where it really blends in with its environment. I’ve been trying to keep the pickups consistent as simple objects on the ground, but I may need to start making some of them glow or float or something.
Played through it , still like it. Do not know if I could spot the differences in AI-behaviour. It did seem harder though, so that is probably the case.
If you stay in their line of sight you won’t see many differences, it was more about improving performance and handling edge cases so they don’t blindly dive off cliffs or run into walls trying to chase you.
Fun and fast paced game, I liked doubling around and stabbing enemies from behind. Nice touches with things like glass cracking, sound of stepping over shells and firing underwater.
A couple things:
Thanks for trying it, I still need to come up with more reasons to go underwater.
I don’t have an easy way to deal with this, a lone AI is never going to outsmart an experienced player.
Thanks for pointing it out, I can’t find all of these myself.
Oh good catch. I think I’ll just start surrounding these with clip brushes eventually, it’s the only way to be sure.
a few things i noted here and there:
the kill counter sfx at the end of the level is very loud
i'm glad that the jumping AAAAHNG is much quieter now lol
i always struggle to find the blue key card in the final level, even though i already know where it is. it just doesn't pop up enough, it almost looks like a normal armor pad or health kit from afar
the mech AI seemed smarter at aiming? it actually hit me a few times while i was strading circles around it.
Thanks for trying it again, not much new to see.
It’s based on just the regular menu volume level but all the menu sounds files are quite a bit quieter. I’ll change it to the lower of either SFX or Menu sounds.
I can see this being a problem, I don’t really know what to do other than maybe just try to move it elsewhere in the room like maybe on one of the couches. I could put it next to the two dudes in there but you can sometimes alert them from outside and it won’t be much more visible all the way at the far end.
I don’t remember intentionally doing this, but I tweaked the tracking speed and the projectile spread a bit when I was adding the torso twist which definitely would’ve had an effect.
game is ok, you know what needs polishing
I don’t get how you can stand turning off music, head bob, AND weapon bob. Whatever, the options are there for a reason.
The menus aren’t intended to work with less than 720p, but the HUD shouldn’t be so messed up. I added an extra offset to restrict the corners to 16:9 in ultrawide but forgot to put an
fmin
in the equation to stop it applying to other aspect ratios. Easy fix.I game
I wasn’t really sure if I wanted to submit for this one, there’s isn’t much new to see. I did however finish the AI overhaul and redesigned the HUD to make it easier to add new stuff. Railgun/Sniper is currently being textured so that will definitely be in the next demo day.