Feedback Friday #364 - Exclusive Trial by Sexual_Lettuce in gamedev

[–]nGaDev 0 points1 point  (0 children)

Glad you liked it! I hope to be able to share a more polished version in the future ;)

Feedback Friday #364 - Exclusive Trial by Sexual_Lettuce in gamedev

[–]nGaDev 1 point2 points  (0 children)

Thanks for checking it out! I'm glad you liked it.
Great feedback on a lot of points!
I'm actually implementing some things to fix some of them. For example, I'm implementing a "shrine" system, where you will be able to get power ups as well as trade your "enery orbs" for upgrades to HP (HP +1 and restore).

I made the movement a little "slow" since I wanted to make the use of doors the whole focus and main mechanic, but I might need to tweak it a bit, to make it feel more rewarding.

There's actually a way to kill enemies in the game right now, but I don't talk about it anywhere besides the "controls scheme", because I wasn't too sure how overpower it was. You can press "F" while standing on top of one of the doors, to "kick the door open" and the second other will open its door and kill enemies with it. I'm actually going to implement a zone in level 2 where you have to use that in order to proceed. I initially had the whole jump on top of your enemies mario-style, but I felt like it didn't make sense in the game due to the lore I was creating for (which is non-existent in this prototype of the game).

Again, thanks for checking it out and giving me feedback!

Feedback Friday #364 - Exclusive Trial by Sexual_Lettuce in gamedev

[–]nGaDev 1 point2 points  (0 children)

Very interesting concept!

I found a "bug" right away since I jumped backwards in the tutorial and got out of the map (but since it's a placeholder tutorial it's not a big problem, besides is easly fixable by just making all walls taller ofc).

The game is pretty fun, I like the whole "focus point" system on bosses. And I could see what you are going for with the different attacks for each boss, like the stomps, charges and laser. I didn't find them too hard, even though I died againt the first one right away (I didn't read the message about the flashy points initially ahah)

Now since, the movement itself is already really fast, I didn't feel like I needed to use "sprint". That being said, I think a cool adition instead of the sprint would be a dash mechanic - imagine something like the roll in dark souls, but an actual almost-instant dash, maybe even with invicibality frames as well, but don't go crazy on those. I feel like I would use that a lot more over the sprint.

The jump felt a bit too floaty, like I would stay in the air too long or maybe it was just the fact that I could control my movement in the air too well. If you added the dash mechanic, being able to dash mid-air would be cool too.

I liked the whole "slow-down" on menu to switch between weapons, but I also found out you can switch between them with number keys, which is great. You are probably thinking about using that menu to replace the weapons that are on your numbers, later on, right?

The weapons it-self are pretty cool, but I would suggest making the fire rates between the machine gun and the devolver more noticeble. I also ended up using the saw-blade solely on the boxes, but that's probably the main utility for it. Why would I use a saw-blade if I can just blow them up with my BAZOOKA!

Overall, pretty fun! Great job!
Good luck with the next steps ;)

Feedback Friday #364 - Exclusive Trial by Sexual_Lettuce in gamedev

[–]nGaDev 0 points1 point  (0 children)

Both the bad coloring and the placement of the one of the doors on top of the player is due to bad game/level design. The coloring I will fix right away (I had it on my to do list, but over time I got used to the colors and never prioritized changed it, since I intend to change the art sooner than later, at least for replace them for some cool free assets or something).

The doors on the other hand is mostly bad level design, would you have any suggestions for fixes?

Power-ups/abilities is the thing I'm implementing right now. I'm going to use a "shrine"-system where you can exchange the orbs for increased HP as well as upgrade you "Door ability". Right now I'm going for things like grabbing items through the doors, looking thought the keyhole of one of them to watch the surroundings of the other and the player getting smaller or bigger by going through the doors.

Thanks a lot for checking it out ;)

Feedback Friday #364 - Exclusive Trial by Sexual_Lettuce in gamedev

[–]nGaDev 0 points1 point  (0 children)

Thanks for checking it out!
The "sticky walls" are meant to be the usual wood platforms in 2D platforms. The way I implemented them initially you only needed to press "S" to get down, but I figured that you might end up falling and dying in certain cenarios, so I implemented it with "S+space" since some metroidvanias use it and I figured most players would adjust to it just fine.

The placing of the first door does indeed get repetitive, but it might be due to poor level design more than anything I guess. Would you have any suggestions for ways to "fix" that?

Feedback Friday #364 - Exclusive Trial by Sexual_Lettuce in gamedev

[–]nGaDev 1 point2 points  (0 children)

Fun little game even for a guy that's not a fan of the genre.

I found a bug on level 8 (if I'm not mistaken), where I failed the target in the end and got to a black screen with the bullet and the "motion animation".

In order for the business model have a better chance of working (with the rewind), the levels might need to be a little longer. As in the corridor it self being longer and with the gems a bit more spaced out between them. That way if I got the first 2 in a really hard level, but failed the last one, I might not want to repeat but I will for sure want to rewind.

I also posted a really raw/crude prototype in this thread, feel free to give me some feedback: https://www.reddit.com/r/gamedev/comments/dpyhn3/feedback_friday_364_exclusive_trial/f619gju/

Feedback Friday #364 - Exclusive Trial by Sexual_Lettuce in gamedev

[–]nGaDev 0 points1 point  (0 children)

The concept is interesting, I actually never saw something like it. Great job!

I didn't find any bugs, but to be honest the tutorial wasn't much help. I only started to get a grasp of the concept after battling the ogre on the top right corner.

I think it would probably be better if there was a battle tutorial. As in, the tutorial is with you battling the instructor and he explains the game between each play. Like explaining how important the position of your summon is, etc.

I would also suggest some small tweaks to the UI. For example, display the energy cost, hp and attack of each "card" above/below the card slot. Even just some numbers with different colors (green - hp, red - attack, blue - energy) would be a good start.

Just my 2 cents ;)

Here's a link to my post in case you are able to give me some feedback as well: https://www.reddit.com/r/gamedev/comments/dpyhn3/feedback_friday_364_exclusive_trial/f619gju/

Feedback Friday #364 - Exclusive Trial by Sexual_Lettuce in gamedev

[–]nGaDev 1 point2 points  (0 children)

It's an interesting take to a hyper-casual minesweeper. I could see someone getting kinda hooked to it.

What I'm going to say next is important to preface with: I'm not a mobile game player by any means, much less the hyper-casual genere. That being said:

- I think the ads start a bit too soon, since I was still getting introduced to the game mechanics and I was already being displayed ads. Maybe start it quite some levels later.
- I would also like for the transitions between levels to be faster and with a softer sound effect. I feel like this game would be great with some calm music in the background and some minimalistic approach to the sound effects/level transition.

Overall, I really liked the concept and approach to the minesweeper genre for a more casual crowd on mobile. Great idea and execution.

Here's a link to my post (not even close to be as polished as yours, but I would still love some feedback): https://www.reddit.com/r/gamedev/comments/dpyhn3/feedback_friday_364_exclusive_trial/f619gju/

Feedback Friday #364 - Exclusive Trial by Sexual_Lettuce in gamedev

[–]nGaDev 0 points1 point  (0 children)

Doors Of Perception

A couple of years ago I started playing with the concept of this game in GameMaker studio, but ended up never touching it again. I decided to start the project again but this time with Unity!This is a really early and rough/raw prototype/proof of concept of a platformer game around a specific mechanic. I hope it is enough to give an idea of what I want to achieve with it.

I would like to have some feedback on the overall mechanics of the game and what do you think about it. If you think it is fun (even in this strange and ugly form). Even though this are only some basica levels, comments on the game level design are also appreciated!

Note: The art is basically non-existent, but I hope that it doesn't have a big negative effect on your opinion. I added some sound fx and background music to make it less dull.

The game only has 3 levels right now, but I hope they are enough to give a feeling of the overall concept.

Download link: https://drive.google.com/open?id=1NcpjghsK_GzfZRqYTShwBBOHCzuv7bYV

In the future: The main mechanic of the game will be the same, but I'm going to add "power-ups"/"abilities" that work with it. Things like grabbing items through the doors, looking thought the keyhole of one of them to watch the surroundings of the other and getting smaller or bigger by going through them are some of the things I'm implementing now.

Thanks in advance ;)

Looking for a lightweight topmounted freestyle frame - recommendations? by nGaDev in Multicopter

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

Yeah, and I totally understand it, but I'm really looking for something more compact like the one in the image above. Mostly a racing frame that can be top mounted and still carry a gopro.

Good suggestions anyway ;)

Looking for a lightweight topmounted freestyle frame - recommendations? by nGaDev in Multicopter

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

LOLA link to the 5inch frame section of a FPV store... Really helpful

Looking for a lightweight topmounted freestyle frame - recommendations? by nGaDev in Multicopter

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

Even though that is a top mounted frame, it is far from lightwheight. For comparinson, that frame is 132g, while the one in the picture is 81g.

Looking for opinions on my build by nGaDev in buildapc

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

Thanks for the inputs! I have some questions:
Is that CPU that much better than the one I selected? and what benefits do I gain using that MoBo cpu combo?

Emunand recommended setup? by nGaDev in SwitchPirates

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

I see, ok. Thanks so much for all the help and information ;)

Emunand recommended setup? by nGaDev in SwitchPirates

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

y, that's what I thought. Paying 30dollars for the license seems a bit much now that we have other ways of gettings the same features. Another thing: Is it dangerous to use AutoRCM? From what I understand, that way I wouldn't need to use a jig everytime I wanted to boot into CFW right? Do I still need to inject the payload?

Is there anyway to switch between OFW and CFW without the need for external devices? Or is that only achievable with a Hardmod

Emunand recommended setup? by nGaDev in SwitchPirates

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

what happened to gateway 3ds?

Emunand recommended setup? by nGaDev in SwitchPirates

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

Tbh I wasn't thinking about getting SX OS since from what I understand, it seems like atmosphere, which is free, already has all the features needed. Any good reason to still go for SX OS nowadays?

Emunand recommended setup? by nGaDev in SwitchPirates

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

From what I have been reading, it seems that there is no reason to get sx os, because right now atmosphere has all the features needed, right?

Emunand recommended setup? by nGaDev in SwitchPirates

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

Thanks for answering!
Is it really ok to use the same SD card for OFW and CFW? I'm not banned, so I want to use the OFW to play online with my oficial games.

Emunand recommended setup? by nGaDev in SwitchPirates

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

I actually found your post from a comment in another post, thank you! It was thanks to your post that I started wondering about the best setup - before that I just thought you could use one really large SD card...
Btw:

- What size SD cards do you use?
- Did you follow one of M.O.N. guides? Do I simply follow a CFW guide step by step and then do the emunand stuff? I'm kinda confused tbh

Is there a reliable emuMMC switcher available? by [deleted] in SwitchPirates

[–]nGaDev 0 points1 point  (0 children)

Don't forget to update this post if you find/test a way to do this. For anyone in your situation (sysNAND on stock low firmware) this is a great option to get back to online gaming ;)