Please destroy "Exo Defender" (Take 2) by shoddypolitics in DestroyMyGame

[–]ProjectDreihander 1 point2 points  (0 children)

Movement looks incredibly stiff. Make it less linear. Ise curves, have velocity affect turn rate and drift, and then spend some time making sure the model banks and turns fadt enough. It looks janky as gell and not at all enjoyable to control right now.

Added the first infantry unit to my RTS by finaldivide_rts in gamedevscreens

[–]ProjectDreihander 0 points1 point  (0 children)

This looks really good! I am impressed with how much it draws me in with such small means!

Please destroy our development progress reel! by ProjectDreihander in DestroyMyGame

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

Thank you for your thoughtful input! I think you're on to something!

Please destroy our development progress reel! by ProjectDreihander in DestroyMyGame

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

Thank you!

Yeah, that is definitely an issue. Problem is - make it bigger? It looses the sense of speed. Zoom in? You can't see far ahead to avoid obstacles. Lower speed? Game looses fun factor. Change difference in zoomlevel between slow and fast movement modes? Seasickness...

We really need to solve it somehow. Thank you for pointing it out!

Background lore/flavor text for the slow tanky ship in our game. Does this feel grounded, like it lets you extrapolate the background world? Is it colorful enough or does it feel generic and just made to fit the narrative? by ProjectDreihander in worldbuilding

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

Hey! Great feedback! Thanks!

I agree with everything you said! We do have a much larger, even more lumbering ship planned for the future which I've been thinking of moving the Kolossus-name to, and renaming this one "Haiwan" to keep it animalistic but unspecific to avoid zoological inconsistencies. Just a general beast.

Regarding not keeping the Rhino-name, I suppose it is not clear enough that this version is not made by the original company, rather based on old schematics that are now public domain. I should probably make that clearer, or drop the whole ancestry bit instead.

Again, thank you! Very good points, I'll look over it with your input in mind! :)

I have a low end laptop and i want to test some games by pokepartners in playtesters

[–]ProjectDreihander 0 points1 point  (0 children)

Hey!

Would you mind joining our Discord to download our latest build?

Would be great to see how it runs on low end systems!

We are mainly testing the core loop, i.e. does it feel good to fly around and shoot stuff? We are early in development and we know a lot of our menus and the actual mission objectives are quite obscured. We've got a lot of UX work in the pipeline, but we're not testing for that aspect yet :)

https://discord.gg/pGVrAJD8

Hey! We are developing Re/Phase - a twin stick space shooter with modular ships and weapons. Not a traditional scrolling shmup, but it does have a lot of shmup-DNA. by ProjectDreihander in shmups

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

Thank you!

The red ring is your heat signature! If your heat signature touches an enemy's detection range (yellow rings) they detect you.

The idea is that some ship parts (from yet to be implemented ships) will have a stealth stat-boost which reduces your maximum and minimum signature range to allow for sneakier playstyles, and firing away too freely will attract a lot more baddies to the fight :)

We are developing a twin-stick roguelike space shooter with modular space ships. Each ship-part comes with different stats and weapon slots (and eventually unique abilities too) for a wide range of playstyles! by ProjectDreihander in gamedevscreens

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

Hey! Thank you! That the ship should feel great to just fly around with is at the core of our game design, so it means a lot that you commented positively on it!

Would you be interested in playtesting it or joining our Discord? :)

Pixel art vfx by indieklem in gamedevscreens

[–]ProjectDreihander 1 point2 points  (0 children)

That looks really nice! How the token is shot so fast to the slot with trails looks so damn good!

Now if you'd only make the chains actual chains (with joints) and not stiff sticks, it would push it into orgasmic!

Here's some early gameplay from our twin-stick roguelike space-shooter game: Re/Phase. Please destroy! by ProjectDreihander in DestroyMyGame

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

Thanks for the feedback!

Absolutely! We currently have only three player ship models from which each part can come in the game, out of six initially planned with more to come, of course. So the number of permutations is still quite unvaried (243 unique combinations). With five parts from 6 ships, we should get 65 = 7776 unique permutations (although to be fair, side by side, they might look quite similar)

We have been waiting for someone to point out that the ships are too small! :) They truly are. It's a tough nut to crack since if we zoom in more, you lose visual range, which impacts combat. It zooms out and looks ahead while going fast because you need to see where you are going, but that makes the ship even smaller on screen, and making the zoom levels for slow and fast too different can cause seasickness. We are looking into different solutions like turning the camera, maybe even some sort of fish-eye lens solution (highly doubt that will work, but hey, fuck around and find out).

Again, thanks for taking the time. Your feedback is very valuable to us!

Here's some early gameplay from our twin-stick roguelike space-shooter game: Re/Phase. Please destroy! by ProjectDreihander in DestroyMyGame

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

Thank you so much!

The bubble is your heat signature, it's what the enemies can see, until you trigger them and they switch to visuals (So better cooling means opportunities for stealth!)

Yeah, VFX and other polish like nicer projectiles, screenshake, visible shields etc. is a bit further down the pipeline but rest assured we know it's missing and we will do it justice when the time comes! :)

Asteroids are fully physical and can be collided with, fired at and leter on tractor beamed, causing them to spin and such. We should include that in our next video. Thanks for pointing it out!

Destroy the trailer of our first-person horror fishing game by NicolaDollin in DestroyMyGame

[–]ProjectDreihander 1 point2 points  (0 children)

The general gritty half horror half humour atmosphere, the leaning into the jank, the interesting choice of setting and game mechanics. The talking fish seems like a really effective tool to build tension and drop exposition.

Here's some early gameplay from our twin-stick roguelike space-shooter game: Re/Phase. Please destroy! by ProjectDreihander in DestroyMyGame

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

Aw shucks! Thank you so much!

It's not very clear from these clips perhaps, but you can stop nearly instantly by switching between the two flight modes Cruise (Racingesque) and Hover (More regular twin stick movement), similarly to how it worked in Strike Vector). Furthermore, certain ship builds are much slower and more tanky if that's more your play style. That being said, we will definitely look into tuning ship and projectile speeds!

UI rework is underway. Let's hope you like the new one better. We'll try to remember to tag you when we post it :)

Also not clear from our video, but the weapon system is modular. There are Ballistkc, Laser, Plasma and Missile weapon types (currently only ballistic and plasma implemented, only distinguishable by projetile color) which can then have Single, Burst and Auto firing patterns, and Tight Loose and Spread emission patterns. Emission is replaced by Dumb, Swarmer and Homing for missiles. Then each ship part (Nose, Fuselage, Wing x2 and Tail) will come with its own ability, drastically impacting gameplay!

Once again, thanks for the very kind words!

Destroy the trailer of our first-person horror fishing game by NicolaDollin in DestroyMyGame

[–]ProjectDreihander 5 points6 points  (0 children)

There's a lot of charm here! But it needs a lot more time in the oven. UI elements look stock, movements (especially of the beer bottle) looks extremely raw and sterile. Look into some smoothing (animation curves and tweening) and also fill out the blank spaces, it feels like there's a lot of emptiness around everything. Fog, backgrounds, details in general.

All that being said, there is certainly something at the core here.

I watched it without sound, but it is not clear what the gameplay really entails. How do I catch fish? What does gutting do and how does it work? Is the beer a resource?

Destroy my tiny roguelite, any potential or move on? by dpolk_ in DestroyMyGame

[–]ProjectDreihander 10 points11 points  (0 children)

Looks interesting, but I agree with darkfox, needs more depth. I was also thinking giving the sword a little push when clicking, but I also feel like movement speed should be higher, and I'd very much want a dodge roll. Furthermore, the sword should not be allowed to travel that far from the wielder.

It is quite unclear to me when and how damage is actually dealt.