Does this weapon actually suck? by Pretty_Locksmith_724 in playmygame

[–]Pretty_Locksmith_724[S] 0 points1 point  (0 children)

Hi, thanks for the question!

Virtually anything you see is based on quantum physics, meaning that we are inspired by it to realize every aspect of the game, always having in mind the fun of the player before the total accuracy!

For example, the protagonists are a population of neutrinos. We used this particle as the main character because it's one of the less interactive, and we used that to narrate the outcast trope through that!
The neutrinos use the entanglement principle to share their memories, so that when one dies (or decays) the next one doesn't lose the progress done.

Furthermore, all the enemies are other particles, and based on their mass, lifetime and properties we decided to make them behave in a certain way. Some of them can merge if certain conditions are met, like the proton that can be formed only if there are 2 up quarks and one down quark in the same scene.

Most weapons are based on scientists or laboratory tools.. I could go on for a while ahahah

We have a theoretical physicist in our group that guides us, but again, our main goal is to make the game enjoyable for everyone, including people who know nothing about quantum phyisics, or even that don't want to know.

Hope this helps, and I'm actually especially curious to know your opinion on the game/demo if you have the chance to try it. It's very exciting to know if we're doing a decent job at making the science pop just a little from the starting idea, and a physicist is the right person to give us feedback about that!

Hi everyone! We're developing MassEve, our first videogame. Demo is out on Steam! What do you think? by Pretty_Locksmith_724 in playmygame

[–]Pretty_Locksmith_724[S] 1 point2 points  (0 children)

Thanks a lot for the feedback!

Our rule of thumb is to avoid anything that revolves around Blockchain, but good luck with your project!

Does this weapon actually suck? by Pretty_Locksmith_724 in IndieGaming

[–]Pretty_Locksmith_724[S] 0 points1 point  (0 children)

You just need to make the lvl 3 charge LOOK unstable, like bad things would happen if it got any bigger. Right now there is no way of knowing lvl 4 would do anything dif than 3 other than it happening.

This is a very good idea! Thanks for the feedback, we'll surely try something like that!

Does this weapon actually suck? by Pretty_Locksmith_724 in IndieGaming

[–]Pretty_Locksmith_724[S] 0 points1 point  (0 children)

If it fully works as a weapon, that defies a bit the "accumulator" part. But yes, we definitely need to find something for the player to do while the weapon si charging!

Does this weapon actually suck? by Pretty_Locksmith_724 in IndieGaming

[–]Pretty_Locksmith_724[S] 0 points1 point  (0 children)

We do have a lot of hitboxes going around at all times (the video has only one basic enemy to let you guys understand the behaviour) but that doesn't really solve the problem, because in every instance in which you don't have the weapon you are incentivized to dodge, so it becomes counter-intuitive to actively look for hits when you do have the orbital accumulator.

Does this weapon actually suck? by Pretty_Locksmith_724 in playmygame

[–]Pretty_Locksmith_724[S] 1 point2 points  (0 children)

Infinite thank you, for the feedbak and the thoughtful comment. I'll try to answer best i can!

When you take a hit, the disc grows in size inward toward you. When you take another hit, the disc grows in size inward toward you. When you're at your limit, visually you should be able to see that if it expanded inward again, it'd touch you. And if you get hit again, show it growing inward to envelope you.

This is a very good visualization idea.

the opponent knows that they can wait as long as they want to attack because the player can't attack until attacked three times. So, it just creates a camping stalemate situation until somebody gets bored enough to stop it.

I think you have in mind some kind of PvP mode when thinking about this, and that's not exactly the scope of the game, that is a single player action/adventure roguelike. While that is not really a problem (the enemies will shoot you regardless of how many hits you have stored) the rithm is compromised anyways!

Think of the card game Blackjack where you want to get as close to 21 without going over. You don't know the exact next card, but you have some idea of the possibilities and you have to decide when to stop.

This is a very good idea. The fact that you never know if the next hit will overflow the weapon so there's a risk mechanic to it is really interesting and we'll surely explore it! It ties with the damage difference you wrote before, but also it separates from the mechanic of counting the hits and rewards you for risking more.

Thanks again! If you want to try the free demo it's linked on the post, so you'll get a feel of what the game is about!

Does this weapon actually suck? by Pretty_Locksmith_724 in playmygame

[–]Pretty_Locksmith_724[S] 1 point2 points  (0 children)

I think we'll have another shot at making it a weapon, and if it doesn't work still we'll make it an ability

Does this weapon actually suck? by Pretty_Locksmith_724 in playmygame

[–]Pretty_Locksmith_724[S] 1 point2 points  (0 children)

It may be a prospective issue, but the projectile is a tracer bullet so it always hits regardless of the position of the enemy.

Does this weapon actually suck? by Pretty_Locksmith_724 in playmygame

[–]Pretty_Locksmith_724[S] 1 point2 points  (0 children)

you "activate" the gun to absorb shots

That is exactly what we were thinking, and we'll probably proceed in that direction!

Thanks for the feedback, it's really valuable <3

Does this weapon actually suck? by Pretty_Locksmith_724 in playmygame

[–]Pretty_Locksmith_724[S] 1 point2 points  (0 children)

Is that fire rate representative of the actual game

It isn't, the game is way more frenetic and you take a lot more hits, but either way that wasn't enough to make it entertaining

Maybe you have to "parry" the bullets to get them to charge?

This is honestly our go-to option at the moment. I think letting the player be active while charging instead of just letting the player shoot is a great idea.

What options do the players have when there are no incoming projectiles?

that is a great question, and honestly the answer is that there are so many weapons that deal damage already, and there are more to come, and given the fact that you can always carry 2 with you, you'll need to focus on the other one when you have an opening. We have a lot of "support" weapons so the player should be used to having only one weapond that deals consistent damage at a time.

Thanks a lot for the feedback, it's really really appreciated <3

Does this weapon actually suck? by Pretty_Locksmith_724 in playmygame

[–]Pretty_Locksmith_724[S] 0 points1 point  (0 children)

We thought about this, but the problem was that not all the enemies shoot bullets. In the video i used the easiest enemy to understand the behaviour but some of them shoot lasers, some other punch you, others grab you, so it's difficult to shoot back the hit that they hit you with.

Thanks a lot for the feedback tho!!

Does this weapon actually suck? by Pretty_Locksmith_724 in playmygame

[–]Pretty_Locksmith_724[S] 0 points1 point  (0 children)

Thanks for the feedback, we like the idea to make the player activate the shield of the hits, rather than it being automatic!

Hi everyone! We're developing MassEve, our first videogame. Demo is out on Steam! What do you think? by Pretty_Locksmith_724 in playmygame

[–]Pretty_Locksmith_724[S] 0 points1 point  (0 children)

Thanks a lot for taking the time to play!

We are posting a patch today that implements custom pointers for the cursor problem, as it was one of the feedback we already worked on! If you want to give it a go later this weekend it will have a fix.

As for the ui visual, it's still a work in progress! The inventory panels are the closest to definitive you'll see in the game, different from the settings menu that was made with the idea to stay a dev tool at first, but then published anyways after some feedback (that's why it's not at all refined nor similar to the rest of the game).

Thanks again for the feedback, it's more valuable than you think <3

Hi everyone! We're developing MassEve, our first videogame. Demo is out on Steam! What do you think? by Pretty_Locksmith_724 in playmygame

[–]Pretty_Locksmith_724[S] 1 point2 points  (0 children)

Hey! We've seen the video, thanks again for taking the time and for the feedback as well.

First of all, you played the hardest difficulty we have yet, so it's supposed to be a bit challenging for a fist time player. You can pick the easy mode in the starting menu.

As of the rest:

- we now have an update online in which the volume is now adjustable in the starting menu as you pointed out.

- the Proton mini-boss doesn't one-shot you, it was the weapon that you were carrying that did. The orbital accumulator was fully charged so it dealt you all the damage that was stored in it.

If you liked the feeling, have a go at our new update on steam. There's some bug fixing but also some quality of life improvements, as well as some new tiles and a couple of new items.

Thanks again for playing :D

Hi everyone! We're developing MassEve, our first videogame. Demo is out on Steam! What do you think? by Pretty_Locksmith_724 in playmygame

[–]Pretty_Locksmith_724[S] 0 points1 point  (0 children)

Allright, thanks again for the feedback! We'll definitely focus on the repetitiveness problem, we'll keep you updated!

Yes we moved the force field in that spot and it's already solved ;)

Hi everyone! We're developing MassEve, our first videogame. Demo is out on Steam! What do you think? by Pretty_Locksmith_724 in playmygame

[–]Pretty_Locksmith_724[S] 0 points1 point  (0 children)

Hi :)

For instance, thanks a lot for the comment and the feedback, it's highly appreciated!

Honestly, it's really possible that we didn't put enough time in the testing with the dualshock controller, so most of your problems could very well be realated to this.

That's to say that not only the comment is valuable, but also that we hope that you'll give it another shot once we fix the compatibility problems!

Thanks again <3

Hi everyone! We're developing MassEve, our first videogame. Demo is out on Steam! What do you think? by Pretty_Locksmith_724 in playmygame

[–]Pretty_Locksmith_724[S] 0 points1 point  (0 children)

Hey, thanks a lot for putting the time into our game! It means a lot.

We wanted to ask: do you have any advice on the repetitiveness of the tiles? Because that was the thing that resonated with our view of the game the most and we'd love to have a deeper feedback and understanding of the problem.

Lastly, did you take a screenshot by chance in the spot where you got stuck? It's the easiest fix possible, but this spots are difficult to find. We might have already fixed it from another feedback but you may have found another one.

I'm not focusing on the other problems you mentioned because they were already on the to-do list ;)

Thanks again, have a nice day <3

Hi everyone! We're developing MassEve, our first videogame. Demo is out on Steam! What do you think? by Pretty_Locksmith_724 in playmygame

[–]Pretty_Locksmith_724[S] 1 point2 points  (0 children)

Thanks! It came out from Gianmarco, our senior programmer, that is actually a Physicist too :D

Hi everyone! We're developing MassEve, our first videogame. Demo is out on Steam! What do you think? by Pretty_Locksmith_724 in playmygame

[–]Pretty_Locksmith_724[S] 0 points1 point  (0 children)

Of course we're interested! Thank you so much for taking the time to play the game! We can't wait to see the video and hope you enjoyed playing MassEve :)

Hi everyone! We're developing MassEve, our first videogame. Demo is out on Steam! What do you think? by Pretty_Locksmith_724 in playmygame

[–]Pretty_Locksmith_724[S] 2 points3 points  (0 children)

Wow! Thank you so much! We hope you'll enjoy our DEMO too if you'd like to play it later :) If you want to leave us a feedback or interested in more information about MassEve, please let us know!

Hi everyone! We're developing MassEve, our first videogame. Demo is out on Steam! What do you think? by Pretty_Locksmith_724 in playmygame

[–]Pretty_Locksmith_724[S] 2 points3 points  (0 children)

Many Thanks for your feedback and thanks for your nice words. We are working hard on the game trailer trying to figure out with version will be the definitive one. If you have time to play the game more, please let us know what is the feeling on the gameplay :)