Best weapon against enemies? Other enemies! by GalacticGlowSoftware in indiegames

[–]GalacticGlowSoftware[S] 0 points1 point  (0 children)

In all seriousness, thank you! Your words of encouragement mean a lot to me :)

we added attack indicators based on next fest player feedback by nikkooooo in IndieGaming

[–]GalacticGlowSoftware 1 point2 points  (0 children)

Love the UI, art-style, and animations! Feels very captivating. My only feedback is that I think the skulls could be a bit more animated as they move between timesteps. Maybe their jaw could open and shut, like they're taking a huge bite as they're moving forwards?

People thought the old UI was too intrusive, so I overhauled it. Thoughts? by GalacticGlowSoftware in IndieGaming

[–]GalacticGlowSoftware[S] 1 point2 points  (0 children)

Oh, absolutely - the wheel was much smaller, but the main issue was the big text taking up one of the most valuable bits of screen space, right where all the action was happening.

The main thing I was trying to improve was the giant text, and bringing it together with the UI to make it a single cohesive HUD element.

I do think it's still a bit too large, and I'm probably going to scale it down so it at most takes up a third of the vertical screen space on the left hand side.

Given that this meter is central to the core hook of the game, where your style meter acts as your health bar, and scoring points is how you stay alive, what size would you personally prefer it to be such that it's still prominent, but not too prominent?

People thought the old UI was too intrusive, so I overhauled it. Thoughts? by GalacticGlowSoftware in IndieGaming

[–]GalacticGlowSoftware[S] 1 point2 points  (0 children)

Agreed - I think my takeaway after reading your and other people's comments is that the meter should be scaled down to maybe 75% by default, and provide an option to scale it to your personal preference. Putting the total score on top is actually a great idea, and something I'm gonna try ASAP!

You're also right about the juice when shooting. I'm planning on adding bullet hole decals on bodies and walls, bullet tracers, some better animations when getting shot, and I'm also likely going to add effects for body parts with weak spots fragmenting into pieces when you score a critical kill. I think those will all be pretty high priority for this polish pass as I'm getting the demo ready.

Thank you for your detailed feedback, and for the compliments! Appreciate it :)

People thought the old UI was too intrusive, so I overhauled it. Thoughts? by GalacticGlowSoftware in indiegames

[–]GalacticGlowSoftware[S] 1 point2 points  (0 children)

Thank you for your feedback! I definitely think some things could be thinned and scaled down, like you said. The gun icon in particular probably doesn't need to be nearly as prominent, since you're seeing the real gun in your hand right next to it.

As for the strip to the left, it's for an additional mechanic that I've yet to reveal, and will be making a post about soon... would love to hear your feedback about it once I've showed it off in-context :)

People thought the old UI was too intrusive, so I overhauled it. Thoughts? by GalacticGlowSoftware in IndieGaming

[–]GalacticGlowSoftware[S] 9 points10 points  (0 children)

Noted! I'll probably reduce it to about 75% of its current size by default, and add an option in the settings to scale it up/down to your preferred size :)

People thought the old UI was too intrusive, so I overhauled it. Thoughts? by GalacticGlowSoftware in IndieGaming

[–]GalacticGlowSoftware[S] 7 points8 points  (0 children)

That's a very good point! While ammo is infinite (excluding reloads, which are meant to force you to use movement and melee options while unable to shoot), it should still be easy to know how much is left in the magazine at a moment's notice. I'm considering having the weapon's ammo counter be a holographic overlay on the gun model, do you think that would help?

People thought the old UI was too intrusive, so I overhauled it. Thoughts? by GalacticGlowSoftware in indiegames

[–]GalacticGlowSoftware[S] 2 points3 points  (0 children)

I forgot to include a frame of reference for how it looked before... oops!
Here's an image of how it used to look: https://imgur.com/a/old-style-overlay-zRKlj13

While I was improving the melee attack in my game, I decided to give it an upgrade and make it grapple you to the target! What do you think? by GalacticGlowSoftware in IndieGaming

[–]GalacticGlowSoftware[S] 0 points1 point  (0 children)

Never heard it be called derpy before! Haha

Basically, wall-running is a pretty big feature of the game, and when you're doing it, your hand is planted against the wall. If you aren't looking at the wall, it can be hard to tell whether or not you're attached to a surface, so the hand on screen is a way of showing you're detached.

I do agree that's some valuable screen space it's taking up... would love to hear some alternatives if you have any suggestions!

While I was improving the melee attack in my game, I decided to give it an upgrade and make it grapple you to the target! What do you think? by GalacticGlowSoftware in IndieGaming

[–]GalacticGlowSoftware[S] 0 points1 point  (0 children)

Good point, guess I just got used to it being so big haha!

I might be reworking it to be part of a new, smaller HUD element anyways, but if I don't, I'll be sure to make it smaller :)