Hii, I've made a video about the game and wanted to share some feedback about it, hopefuly it is useful to you ^^
-The concept of the world is interesting and the world you've think of is quite well thought and correlated with the visuals and general level design.
-The gameplay mechanics are simple but functional, BUT I'll say that modifying a little bit that recoil from the gun you might find an interesting gameplay mechanic that could be used for level design purposes.
-The visuals of the game are quite good, but if you plan on adding different enviroments you might want to keep colours palette limited as you've done here, but with different combinations.
Hopefully this is useful to you :D, also if you could subscribe that would help me a lot :)
nice little beta, the color palette is nice and pleasant and the pixel art too.
small concern, we do not see the key on the roof or a small indication (it would be nice), and when we come down from the roof we are hit by enemies but there is still the fade to black, and the fact that we can always shoot and see the character when we return to the train.
Only 2 visual bugs (the character standing still after shooting and for some reason the train from outside looks both ghostly and with the interactuable door becoming unfiltered by the fog filter when I interact with it, besides the fact that is kind of duplicated, a weird one lol).
I don't like get hit between transitions tho, got killed on one and it didn't bug out, just played a normal dead but the screen was black, so that's not as bad as it would be if it crashed or something.
The gun knockback is good for speedrunning. (Don't listen to Popsiclejokes, I bet they don't like speed /jk/). But I got to explore everything without the gun before noticing how to get it (I liked it once I noticed tho, Spoiler:having a expending machine of guns feels like worldbuilding).
Stairs feel wrong in the way they work. I agree with the "press down to go down".
Good selection of sounds too, the train had a bit too loud things, and also the first time I didn't notice the boss spawning behind me and I thought I had to get to the end of the train.
I would enjoy a longer version of this, one of my favourite ambiences I've seen in a while.
Played through it. It was very impressive art-wise for 14 days.
The rooms were a bit simplistic gameplay wise (just a couple floating enemies, then next room), but there was only floating enemies and a horizontal knockback mechanic to work with so it's not that surprising.
The 4 main criticisms I have are:
1 - The gun knockback is way way too high. The screen can shake very violently especially during the boss fight where you can fire a lot more often.
2 - You can take damage during room transitions. I think it's taking away my controls whenever I activate those too since that's an especially bad time for the player to be able to take damage.
3 - The crosshair disappears for me on the rooftop with the key
4 - Boss fight's beam attack lingers too long even though I don't think the hitbox does, giving the illusion that it is unavoidable sometimes (especially since your gunshots seem to affect the boss and mess with it's cycle a bit)
I really enjoyed the game, and the visuals are absolutely stunning!! I took some notes about any issues that I had while playing, but I look forward to more games from you in the future :)
The monitor at the beginning of the game that tells you to press E doesn't have enough contrast
I felt that the gun firing noises could use some more audio punch
The stairs felt weird to navigate with how the controls are, I found myself walking down when I was trying to walk up (It might feel more comfortable to have walking up the stairs be the default, and walking down requires you to hold down or s)
There is too much screenshake when firing the gun/blowing up enemies
The character's animation locks right after firing the gun, resulting in you standing mostly still while moving
After getting the key from the roof, entering the building again immediately gets you attacked multiple times without any way to avoid it
The exits to buildings are very difficult to see/make out
Your character doesn't properly "enter" the train when using the door
The train boss's attack is almost impossible to dodge, unless it just misses completely (maybe add some shootable panels that can drop down to act as temporary cover?)
Thanks for the feedback! Some of these issues I already noticed but I had to publish due to this being a university assignment project, but I will fix some of these in a future build when I can thanks for the feedback once again!
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Beautiful game. Really enjoyed it, thank you for making it real.
Не дуже явні підказки ... треба більше
Really loved the demo! Let us know if you are looking for developing/ publishing opportunities for a full game (https://www.dionous.com/)
Hii, I've made a video about the game and wanted to share some feedback about it, hopefuly it is useful to you ^^
-The concept of the world is interesting and the world you've think of is quite well thought and correlated with the visuals and general level design.-The gameplay mechanics are simple but functional, BUT I'll say that modifying a little bit that recoil from the gun you might find an interesting gameplay mechanic that could be used for level design purposes.
-The visuals of the game are quite good, but if you plan on adding different enviroments you might want to keep colours palette limited as you've done here, but with different combinations.
Hopefully this is useful to you :D, also if you could subscribe that would help me a lot :)
Regards
LIKE IT
nice little beta, the color palette is nice and pleasant and the pixel art too.
small concern, we do not see the key on the roof or a small indication (it would be nice), and when we come down from the roof we are hit by enemies but there is still the fade to black, and the fact that we can always shoot and see the character when we return to the train.
Visuals amazing.
Only 2 visual bugs (the character standing still after shooting and for some reason the train from outside looks both ghostly and with the interactuable door becoming unfiltered by the fog filter when I interact with it, besides the fact that is kind of duplicated, a weird one lol).
I don't like get hit between transitions tho, got killed on one and it didn't bug out, just played a normal dead but the screen was black, so that's not as bad as it would be if it crashed or something.
The gun knockback is good for speedrunning. (Don't listen to Popsiclejokes, I bet they don't like speed /jk/). But I got to explore everything without the gun before noticing how to get it (I liked it once I noticed tho, Spoiler:
having a expending machine of guns feels like worldbuilding).Stairs feel wrong in the way they work. I agree with the "press down to go down".
Good selection of sounds too, the train had a bit too loud things, and also the first time I didn't notice the boss spawning behind me and I thought I had to get to the end of the train.
I would enjoy a longer version of this, one of my favourite ambiences I've seen in a while.
Played through it. It was very impressive art-wise for 14 days.
The rooms were a bit simplistic gameplay wise (just a couple floating enemies, then next room), but there was only floating enemies and a horizontal knockback mechanic to work with so it's not that surprising.
The 4 main criticisms I have are:
1 - The gun knockback is way way too high. The screen can shake very violently especially during the boss fight where you can fire a lot more often.
2 - You can take damage during room transitions. I think it's taking away my controls whenever I activate those too since that's an especially bad time for the player to be able to take damage.
3 - The crosshair disappears for me on the rooftop with the key
4 - Boss fight's beam attack lingers too long even though I don't think the hitbox does, giving the illusion that it is unavoidable sometimes (especially since your gunshots seem to affect the boss and mess with it's cycle a bit)
I really enjoyed the game, and the visuals are absolutely stunning!! I took some notes about any issues that I had while playing, but I look forward to more games from you in the future :)
The monitor at the beginning of the game that tells you to press E doesn't have enough contrast
I felt that the gun firing noises could use some more audio punch
The stairs felt weird to navigate with how the controls are, I found myself walking down when I was trying to walk up (It might feel more comfortable to have walking up the stairs be the default, and walking down requires you to hold down or s)
There is too much screenshake when firing the gun/blowing up enemies
The character's animation locks right after firing the gun, resulting in you standing mostly still while moving
After getting the key from the roof, entering the building again immediately gets you attacked multiple times without any way to avoid it
The exits to buildings are very difficult to see/make out
Your character doesn't properly "enter" the train when using the door
The train boss's attack is almost impossible to dodge, unless it just misses completely (maybe add some shootable panels that can drop down to act as temporary cover?)
Thanks for the feedback! Some of these issues I already noticed but I had to publish due to this being a university assignment project, but I will fix some of these in a future build when I can thanks for the feedback once again!