I’m trying to release it officially so any feedback is welcome.
(Looking for advice again)
PvE shooter game
Thanks
I’m trying to release it officially so any feedback is welcome.
(Looking for advice again)
PvE shooter game
Thanks
good game, one thing i hate is the manual reloading sequence which i can say is unique but unessecary, but i did get used to it pretty quickly (help im going to start using the action menu in brm5 to reload)
i also liked the intro sequence, please grow a garden make some dramatic intro about plants or something
I mean in my opinion saying you got used to it really quickly makes me think that it does work, since everyone who has hated it has told me that it has grown on them quickly. Thank you regardless.
Still wanting more opinions… Sorry for the bump
I got to testing the firearms, but since I use trackpad, I’m unable to aim and shoot (recommended to have an aim keybind) or open the quick action wheel (since trackpad doesn’t have a middle mouse button). I also couldn’t figure out how to reload, and nothing happened after the firearms test. I just ran out of ammo, and that’s all I got to play. I’m not sure if there’s anything else to the game.
I like the intro sequence, but the text would benefit with a dark background since it’s a bit hard to read.
Let me know if there’s more to the game so that I can give better feedback.
I am really sorry. Let me add a keybind other than MMB real fast.
(i forgot tab is the leaderboard key.)
OKAY IT’S ACTUALLY FIXED. I set it to Q it should work now.
Works now, though I don’t know what keybind is used for aiming.
This game is pretty terrifying despite not having crazy lighting settings or lazy jumpscare noise whatever. I found myself struggling constantly with the zombies as they deal high damage, unexpectedly get back up, and run fast. I couldn’t get past the code puzzle for the generator since there were so many zombies, and interacting with the generator means I have to put my gun down.
Zombies come around day and night every 5 seconds once you’re at a point of interest, so it’s a death sentence to disarm yourself, especially to solve a puzzle that doesn’t save on exit. This makes me think the game is clearly meant for multiplayer sessions rather than solo missions. At the same time, I think the game would benefit from having a solo option, which could be implemented by tweaking the difficulty (speed, damage, spawn rate) of zombies according to player count.
The main challenge here is the reloading. It’s infuriating since you’re able to unload, load, and chamber at any point, which means you can accidentally hit the chamber option despite having a bullet already, or accidentally unload even if you have no magazine loaded. Time is extremely important in combat, so it’s crucial that you’re able to pull off a full reload without any seconds wasted missing buttons.
I think a better way to implement reloading while still having the difficulty is to have a single keybind that performs an action based on context. If I’m totally empty, I should be able to hit a keybind to load the magazine, then hit it again to chamber a round. If my gun jams but I still have rounds in the magazine, the keybind should chamber a round. This results in zero user input mistakes, less frustrations, and retained difficulty.
I like the combat otherwise, and the game looks solid with no bugs encountered.
Thank you for the feedback
I know the gun system is the main point of discussion, and I am being stubborn about it, but I think it just requires time.
Yea you’re right, it was designed to be played with minimum 5 people or so. Hence why the generator requires full attention. My hope was that people would practice reloading while not fighting to get good at it, and from what recurring players have told me, it does get pretty easy, not just for me.
I will admit it is very upfront, niche, and unforgiving, which is why I didn’t include limited ammo. I understand if you find it annoying. On a side note the jam feature is actually fairly annoying as well.
Although your idea of the context based action with one bind is a good solution, it doesn’t sit right with me knowing that people can just spam R to execute a perfect reload.
Thank you.
If you opt for a context based action with one bind, you could introduce some more random penalties that actually happen when reloading. My problem with the current system is that any mistake you’d make is not something that you’d do when actually reloading a gun, it’s just a consequence of the wheel system misinterpreting. For example, in no case would you try to empty a magazine if there’s no magazine, and you wouldn’t try to insert another if you just inserted one already.
Even if the player can hit R to execute a perfect reload, they’d still have time penalties of having to insert, then press again to chamber, then press again to unload, then again to insert, etc..
Something I thought of that could introduce more difficulty without allowing dumb mistakes would be that hitting R would activate the context based action system, and whatever action it’s about to do would have to be reinforced by mouse movement. For example, if the action is to unload, then the player will put their hand on the magazine, and the system will track downward mouse movement to pull out the magazine. If the action is to insert, the system will track upward mouse movement. You get the idea. This way, there’s a bit more effort in each step, but there’s no room to accidentally unload a mag without having a mag, as each action is appropriately decided by the time you hit the keybind.
Considering that the reload system is the main challenge of combat, I recommend perfecting it. Unless your game has a more lighthearted, cartoony, playful vibe, I wouldn’t allow the player to make any action they wouldn’t practically do when reloading. Easy fix without doing a keybind is to implement the context based action system into the wheel so that other unnecessary actions can’t be performed (they are darkened and don’t listen to user input).
I will absolutely be trying something like this.
Yea, I was thinking about how you wouldn’t even make that mistake in real life, especially when consciously thinking about it
“oh no i accidentally tried to put another mag in!”
Thank you.
hey, I don’t understand how to use the guns or how to reload them. Is the current game just a demo??I think make the cutscenes at the start faster or remove them entirely or make the skip text larger so people know how to skip it. The guns shots are delayed and do not come out of the gun nozzle.
Did you read the signs in the tutorial
I can make the skip text larger, but I am not removing it entirely.
As for the gunshots being delayed, you might be lagging cause I’ve never heard of this being an issue so then your graphics down if that’s the problem
Are you creating the shots on the server?
No i am not. Everything is done on the client and then the damage replicated.
Done! I made it so you can’t try and take out a mag that’s not there, etc. I’d appreciate hearing what you think now.
*I also removed jamming
Still looking for feedback from others, though.
Additionally if you do play the game I’d at least like some comment before disliking, thanks.
Updated to use a nodegraph system for pathfinding. Hopefully the game is much more playable now in more complex environments.
(this is slightly experimental still)
I like how you have to reload with the UI but I don’t like how the guns are rotated to the left and slightly off center. I don’t like when your driving the car and releasing off the movement controlls the car stops almost immediately with no deceleration or roll.
As for the gun positioning, I am not so sure what you mean. I am aware of the car acceleration, sorry. I’m having trouble finding a balance.
The issue is that I have to have high friction on the wheels, but I can’t decrease wheel acceleration because then your vehicle will still be driving forward for a bit even when you’ve tried stopping.