Devil daggers like game - Open for playtesting!

Hello! I’ve had this on the backburner for a while, but finally decided it’s time to get some feedback on it.

My goal for this project (name needed) was to focus on enemy design and maximizing the value out of a single mechanic: the anchor.

The anchor basically turns you into a wrecking ball, whipping you around like a grappling hook so you can slam into the ground and let out a damaging area.

The game never ends, the last wave (denoted by 3 centi-snake things at once) just repeats, so when you see the 3 centi-snake things at once, feel free to stop.

Note: if you kill 3 enemies at the same time, there’s a clink and a cam shake
Note 2: there is no death state (currently). if you get hit by an enemy, nothing happens, and if you fall off, then you get teleported back up. If you do want to see how many times you’ve died, you should be able to open the console (F9) and see

All feedback, especially on enemy designs (in terms of functionality), is welcome!

Ok, bye : )

Game Link:
Devil Daggers Inspired Game - Roblox

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I think it’s pretty hard to stay on the map. It also doesn’t help that you need good aim with the anchor to kill enemies, there should be a balance between game pace and accuracy required. DD for example prioritizes movement and spacial awareness by making the enemies pretty big and having frequent firing possibility. But my main priority while playing was managing to stay on the map, which isn’t a fun goal. Also noticed you can fall off the map and grapple onto the bottom of the map continuously, essentially an infinite time cheat.

Besides that, you have a pretty solid foundation. Just requires some tweaks, fixes and obviously the visuals. Keep it up!

I would like to firstly thank you for your feedback. Secondly, I would like to explain some of the choices I made and why I made them (not to reject your feedback, but to give a better understanding of myself and the game).

“pretty hard to stay on the map”

The map is small to encourage tighter movement, and to push the player to excel at the movement they’re given. Though, this evidently makes starting out incredibly difficult, so I’ll try adding a wall, making the platform bigger, or even adding some slopes on the side.

“good aim with the anchor to kill enemies”

There is a pretty major mechanic that was probably not communicated well: if you slam yourself into the ground fast enough, you release a kill sphere, damaging (usually killing) all within it. Its radius is dependent on speed, and is shown with a green sphere. But there is one enemy that does require an absurd amount of accuracy (that big floating one) and I think I’ll change the design, because yeah, that just doesn’t feel good.

“frequent firing”

There is actually an auto fire, just hold down left click (if that’s what you’re referring to).

“fall off the map and grapple onto the bottom… essentially an infinite time cheat”

That was kept in as it is a recoverable position if you know how to move, and feels cool if you pull it off.
Though your second part touches on something different. Unlike DD, this game is wave based, the next spawning in only after the last is entirely defeated, and as such, I can score players differently, possibly by highest wave reached, or by average wave completion time, but I see your point.

Thanks for such great feedback! I hoped I’ve helped you as much as you’ve helped me, and hope to see you as the game progresses through development !

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Thanks for clarifying.
With the “lack of frequent firing”, I meant that there is some trigger discipline needed so you don’t fling yourself off the map. I.e. holding fire into the ground at an enemy will require you to turn around quickly to fire in opposite direction to cancel out the high inertia. So at times it’s better to be sparing with the anchor throwing, and upon realizing that I’ve managed to stay on the map for longer while still getting kills.

I’m back! And with a new, definitely bigger, hopefully better, build of the game!

The exact changes are as follows:

  • Added curved rim around outside
  • Kinetic kill sphere is easier to get larger
  • Enemies are twice as big as before
  • Slight tower redesign (looks goofy, but is hopefully better to play against)
  • Grapples are now orange and don’t have a knockback shield on top anymore
  • Spawn point is now smaller
  • You can grapple from further away
  • Behind the scenes logic changes (mainly to deal with enemies’ new scale)

Note: still no death state, maybe next update?

Like before, all feedback, especially on enemy designs in terms of functionality, is welcome!

'till we meet again : )

Game Link:
Devil Daggers Inspired Game - Roblox

1 Like

Great changes. Game is a lot more fun and I don’t really have any complaints.

One thing though, I fell off the map and got that “gameplay paused” screen from Roblox’ streaming and when I respawned, I couldn’t move and the anchor was broken (in terms of movement). The “Controller” script seems to reference the spawnlocation instance but it had probably not loaded in yet due to streaming which broke client movement.

See this video for clarity:

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Hello again : ] I’ve published a new build of the game, it took a while, but that’s because I didn’t know what to do!

The exact changes are as follows:

  • Grapples now convert all speed (kinda, not really) into a single vector, pushing you towards it at high speed
  • Towers now have a smaller grapple point on top of them to reward precision (it can also lead to some cool chaining)
  • Streaming is now disabled (I didn’t think it was necessary with the small map and all)
  • The bug in the controller script should be resolved
  • Added another soft reset, detecting distance from the origin (1000 studs to be exact)

Note: still no proper death state : P

If you have any ideas, feedback, balancing tips, please let me know!

Ok, bye : )

Game link:
Devil Daggers Inspired Game - Roblox

2 Likes