As I said in the thread this is a great start. Only complaints are camera and loop running.
Hoping to see more maps in the future!
Fun game, was excited to finally play this! I played all missions, but couldn't complete the one with the speedometers. I didn't find any and for some reason the destroyed ones are still visible.
I like the upgrade system, but the value point thing was confusing at first. I put everything in speed and acceleration of course, but maybe I should have put it into fuel. Constantly ran out.
It would be interesting to see this in a larger world with quests from survivors.
Changelog:
- Game is now an orblike
- Enemies can be staggered and stunned
- Gore and dismemberment
- New spells and weapons
- New characters
- New active items (special spells)
- Elemental enemies
- New mana system with limited recharge and mana bottles
- New level and boss
- Minor AI improvements
- Minor performance improvements
- Better balancing
- AMD FSR
- Damage indicators on HUD
- Discord Integration
- Xbox controller support
The spell animations are still the same, I'm sorry. I suck at animating.
Also, there is no VR version this time due to bugs.
Thank you for playing and for your feedback! I'm glad the new rooms and progression are more fun!
Good idea, I'll include more complex traps.
Yeah, "makes you shoot faster" is cadence and "faster shots" is the actual speed of the projectiles. I'll rename that.
I plan on eventually adding the boss HP bar to the HUD like in other games.
I've researched some gore and live dismemberment plugins, I might include that in future versions. It would gave some feedback and it looks really badass.
I've been struggling with the hand animations, do you have any concrete ideas? I want to add active items and scrolls with cool casting animations, but I'm really out of ideas for animations with the default weapon spells.
Thank you for playing and for your feedback!
Yeah, the bosses suck right now. I basically picked regular enemies and made them stronger. I plan on making real bosses with special attacks. The fat demon is actually pretty easy if you keep your distance and circle around him.
I'll do something about the spawn killing, this has been bugging me as well.
That's the point of the sword, but I'll see to make it more balanced. Right now it's only really strong in the cathedral floors. Later there are less and less cannonfodder enemies and using the sword is riskier.
Good point! Maybe I can fix the sound by changing the concurrency setting.
Hmm, I could make a short F1 or Help menu point where I quickly explain the stats. Luck only affects item drops, crit rate is another stat.
Thank you for playing and for your detailed bug report, I'll make sure to fix them for the next version!
>I dislike having to go around and smashing all the crates after a level is completed. Might it make sense to have all crates auto-destroy once finishing a level? And maybe also have all items auto-move towards the player, or would that prevent players from saving items if they are low on health and want to backtrack? Then again, the crates can be used for experimentation and training (like timing a sword swing). I just imagine that it can be bothersome in the long run.
Good idea! I'll make items to auto-pull pickups and auto-destroy crates.
Thank you for feedback and your kind words! Motivation has been an issue but after every break I picked the game up again and continued. I'm in so deep I can't just stop now.
Those are excellent points! I'll address every single one of them in future versions. I plan on including some new content (new catacombs level, new bosses) and completely overhaul the combat system for the next version. And yeah, the enemies are dark to hide the bad textures lol. I tried increasing albedo but they look better when they're dark.
Very nice art style and graphics! Also like the live dismemberment.
Sometimes the shadows are bugging out and flickering.
The enemies are real bullet sponges.
The projectiles don't really hit where I aim.
The minigun does no or almost no damage.
The laser pistol bugged out and every time I'm trying to shoot my character gets into T-pose.
Sure thing! Where do I find the save file?
EDIT: Nvm, found it: https://files.catbox.moe/vthtz3.zip
Wow, this is great! It's really complex but I'm a FTL veteran. The tutorial was really useful and I love the encyclopedia. It would be nice to limit the encyclopedia to stuff you have on your ship.
Some questions:
- How is the enemy difficulty determined? Do the sector colors have meaning or is it just distance from spawn?
- How do I use the teleporter?
- What are the 2 systems on the right? I bought them but I didn't notice any changes.
Bugs (or stuff I don't fully understand):
- Pressing O / P sometimes doesn't work.
- Sometimes when I press the number keys I select the drone system instead of weapons.
- Sometimes I can't shoot the weapon. I have to select a different one, then the other one and click on the enemy ship.
Some things I would change but that's just preference:
- Make a per-weapon auto-fire like in FTL where I can only fire a single shot, once it charges. Like when the weapon is charging, and I have it selected and click on a tile, it fires once charged. Only a single time. When I right-click somewhere the command get's cancelled.
- Add public domain spacey ambient music.
- Make a standalone version with savegames!!!
- Add some sort of progression and starting ship. It can be very simple, destroy X ships to unlock Y or get this far to unlock.
Overall very nice game. I got bored of FTL multiverse recently, I can see myself spending a lot of time in this.
Pretty interesting. I never played a deck building game before. While being very confused in the beginning, I think I figured it out for the most part. Eventually I died somewhere on the 2nd "level" because the opponent took control of my knight with boosted stats. Rude!
All the battles were really easy and I barely lost any HP until the last one just obliterated me. Guess RNG plays a big role here. I'll play it again later, maybe I can get further.
Ultra Widescreen support seems to be bugged. Had to switch to windows mode.
Also, in the main menu I have "Upgrades available!" but I can't press the button.
Obligatory "not a orblike player".
I played this the last time during DD49 and managed to get until the boss in the 2nd floor with the red light. Well, today I managed to get to the 5th floor and kill my first 2 sun cultists. On that floor no amount of save scumming could save me. I was all out of potions and only had a 1-7 scimitar and 3-5 shield.
I'm still not sure if I'm playing the game correctly. I try to clear the whole floor, pull the dudes if possible and avoid ranged attacks. But I always end up taking too much damage. Sometimes I find myself standing there and just hacking away at 5 dudes. Probably not the best way.
Overall extremely polished and fun! I'll give this another go later. Maybe try a mage character.
Thank you for your feedback!
Looks like I'll spend the next 2 months improving the combat and enemies.
Yeah, that's the problem when spawning the enemies randomly. I plan on eventually handcrafting the enemy positions or at least make a smarter randomized solution.
The falling out of the map bug should be fixed now.
Well, they serve the purpose of a boss but they're just regular enemies with more HP. Eventually I want to give them all special attacks like the skeleton mage has.
Thanks, you just gave me a pretty cool idea for the fireball.
>An easy Way would be to make your own magic Animations. Just something more then only moving slightly back and forth
They only move slightly back and forth because I made them myself :( Well, time to learn how to do proper animations then.
Thanks for playing and for your feedback!
Yeah, the textures for the enemies are just AI-generated placeholders. I'll overhaul them at some point.
I do plan on making new rooms with more hazards like moving lasers or flame throwers, also more platforming. Also smarter enemies that discourage circle strafing through flanking and predictive firing.
Don't worry, unemployment has gifted me with enough time to work full-time on this project. It will only get better.
Thanks for playing! If you managed to get far on Hard you're probably doing it right. Circle strafing is the best strategy right now. This is one of my main concerns, I plan on spicing things up with smarter, flanking enemies and new rooms that discourage circle strafing with environmental hazards and platforming. I also thought about hand crafting each room and manually placing the enemies.
I do plan on toning down the noise, maybe simplify all the explosions and remove smoke.
Thanks for playing and for your feedback!
Yeah, all the spells are basically locked to the location of the hand bone and rotate to face the crosshair. Not the best way to do it, I know.
Hmmm, I don't really know how to spice up the current animations. I'll add new active items like talismans with which you can do special magic attacks. I already have the Mixamo magic animations for it.
Level design and progression is definitely an issue. I'll probably keep the rooms I have for the first floor, but make it way shorter. I plan on adding more platforming and moving environmental hazards to the 2nd floor, the catacombs.
Sorry about the skull spawner! This problem only started once I upgraded to UE5.1.1 after I had to reinstall everything. The level 3 skulls also lag on my PC.
Thank you for playing and for your detailed feedback!
Damage feedback, charge up indicator sound great, I will definitely add that. Ah, the Viridian Orb. I had a problem with the projectile colliding with the player mesh and forgot to change the spawn location after fixing it.
That you were only able to select 2 spells on the right hand is a real problem. No idea what could cause this. The axis mapping should be the same on the Index as on the Rift. Hmmm. Performance is also a well known problem, I don't really know how to fix it tbh :(
Yes, after getting the feedback from this demo I'll rework the whole progression system. A lot. I'll probably make smaller floors with less rooms, a boss fight on each floor that rewards the player with a new spell. Or maybe a spell each time a new enemy type is introduced.
How did you remap the VR controls?
Pretty cool. I really like the art style and sounds. The casing mechanic is badass.
I tried it a bunch of times but never made it to the boss. I never managed to parry an attack either. Sorry, I'm just bad at video games.
The only thing I noticed was that it's kind of zoomed in too much? Sometimes my man is almost off screen. I play on a 21:9 monitor.