Feedback on my co-op sword fighting rpg game

I have been developing this game called “Project Delta”, which has been released for a few months now and I update it with content every now and then. It’s a co-op PvE action rpg game inspired by other games such as left 4 dead (heavily) and resident evil 6.

I am the lead developer on it (boogameow) as a programmer alongside my friend (Mikescmidit) that builds it.


Screenshot from the first chapter in the safe area.

The only issue I have with it is no matter how much effort I put into adding new things for it, the player count rarely goes past 1 or 2 a day. I want to know if anyone on this devforum has any constructive feedback for the game.

I am not exactly looking to monetize it heavily, I just want a community that enjoys it.

Warning: This game is pretty dififcult to master the combat. You won’t beat it by spamming left click and running forwards.

Here’s the game.

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UI wise i would move the health and stuff to the left, because the health should normaly go down to the left and go up to the right.
read this article, its really useful

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I was aiming for a l4d2 style HUD, similar to this.
image

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What I dislike:
Combat:

  • Being able to do a full m1 animation then feint it, its a bit weird having an enemy just m1 me then ‘not’ and I find it annoying to understand, add like a sound effect upon feint

  • The trail on the sword is enabled the whole swing animation, I think it would be best to have it disabled during the windup and then enabled when it swings.

  • Clicking to parry, I would much rather have the first .5 seconds of a block considered a ‘parry’ with a CD

  • Lack of customizable keybinds

AI:

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Thank you for the feedback!

I made the parry system before I saw the implementations of other games. It’s definitely not the best and I will likely change it in the future.

This is a good point, and I’ve been considering a feint cooldown because sometimes it gets extreme.

In technicality, the AI should react to your feints. Unfortunately ping sometimes destroys this with how the game is architectured.

This is a bug that doesn’t seem to have any errors, which has made it hard for me to identify. Needs more testing from my part.

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What I like about the game:

  • I do like the very little sound effects that exist.

  • Casual ‘meme tone’ I don’t find it hugely annoying but slightly humorous that I open a door to find Carlos, destroyer of worlds behind it and blow up.

  • The existing UI and animations

  • Multiplayer design

  • The fact that is actually has slight difficulty

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