Made a fast game

Anybody wanna play my game and tell me how bad it is?
renoki.itch.io/arsenal-demon
Feedback is very very appreciated

Attached: Arsenal Demon - Dual Shotguns.webm (900x506, 2.81M)

Other urls found in this thread:

store.steampowered.com/app/1149860/Arsenal_Demon/
youtu.be/eye7f8NR7w8?t=80
twitter.com/SFWRedditVideos

Got any proofs you made it?

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dont click its a virus

I do
its not 50+ MB of dolphin porn I swear

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Guess I could post more vids

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Looks gay as fuck, not gonna try it, just kill yourself.

Can't play it atm but it looks nice user, good aesthetic

Thanks man

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Looks cool. Gonna give it a try as soon as I pull myself out of this depressive state

I don't know why im getting mothergunship vibes from it

based & redpilled.

I am giving it a try and if it is bitcoin miner I'll find you

It looks nice and I'm downloading it right now, but I will say this.

You made a huge mistake putting your hard work on Yea Forums of all places lmfao. Gonna get buried real quick.

can you make it so that the camera isn't so low to the ground?
I hate playing as a manlet in games

Can't play now but I am always game for autistic shooters

well it is fast as fuck. Whats your plans regarding development ?

Thanks, hope you get better soon
Its pretty much a survival game, but without as much content, the arenas generated are always the same size.
I only mine your enjoyment
thanks, I like Yea Forums and lurk too often, and I wanted some very brutal feedback
Sure thing, I'll adjust the height a bit

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>Sure thing, I'll adjust the height a bit
thanks, gameplay wise it looks super sweet, especially the movement. only the art design is not my cup of tea

The animation on the gun looks a bit sluggish

I'm sorry to be so harsh, but its just another arcade game with nothing original to offer. What are you aiming to achieve with it? There are literally countless games like this one, you'll get nowhere.

Alright I played a bit of it. Here are my potentially bad takes:
-Is it intended to be able to hold shift and spam spacebar to infiinite wall jump?
-This might go against the philosophy of the game, but maybe have a third weapon option that is like an AOE that recharges on kills? Like a grenade or a laser beam you fire.
-Maybe tone down the beginning mobs health wise?
-This is probably just on my end but I got some performance issues.

So far it looks like an insanely improved devil daggers, which I am god damn here for. If this hits steam or epic anytime in the future I'll definitely buy it.

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Looks fun. Maybe too fast for my taste though, I feel I'd get too sucked into what I was doing and just run into a bunch of walls and die. I like how with enough momentum you can shatter glass panes, small details like those are always great.

Releasing in early October, on the 8th, with a bit more polish and a leveling system for the campaign mode. Meant to be a really small project I can release for cheap.
Really glad you like the gameplay, that makes me happy
In what way? Is it the reloading/pump bit at the end?
Its cool man, I basically just wanted to make a Devil Daggers clone but with more weapons and a proc gen map
>Is it intended to be able to hold shift and spam spacebar to infiinite wall jump?
yeah, I personally really like it, does it seem weird?
>This might go against the philosophy of the game, but maybe have a third weapon option that is like an AOE that recharges on kills? Like a grenade or a laser beam you fire.
I'll think that over, cause its a cool idea, could be an extra thing on the Middle mouse button
>Maybe tone down the beginning mobs health wise?
They already die pretty fast though, which weapons were you using?
>This is probably just on my end but I got some performance issues.
For the entire run or when a ton of enemies spawned in?

And thanks a lot man, It basically is a Devil Daggers clone but I wanted to add some more to it.
It's releasing on steam if you wanna wishlist it: store.steampowered.com/app/1149860/Arsenal_Demon/
Really glad you enjoyed it

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sorry misread your sentence, I meant im glad you think it looks fun

i like the concept but the enemy design is a little boring and the map feels very cramped in an unfun way.

i think you'd be better off just copying devil daggers' map design.

the 'hold to make your jump higher' mechanic is also kinda gross but that's just me.

oh the maps are procedurally generated? thats kinda cool but that also hurts the ability for the game to be 'competitive'

>i like the concept but the enemy design is a little boring and the map feels very cramped in an unfun way
I have same feelings as this user, personally it is too fast for me.

>retro pixel shit
ehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

the speed is fine i just don't find the close-quarters combat that fun when its just floaters that home-in on you. it was excusable in devil daggers because after a certain point the enemies simply BECOME the map.

>Yea Forums actually makes, plays, and discusses video games

what timeline is this

Gameplay looks great, but those are some seriously garbage graphics.

looks pretty cool, OP

Gotta head out for school but gonna give this a shot, good shit with the insane amounts of mobility and it's nice to see wall-running in another game since TF/2 was pretty much the only game that made it feel great and natural.

Is sliding also included?

It insists upon itself, its self masturbatory, two thumbs down

did you even play it

>another retro style as excuse for trash art
bruh

yes and im never getting that time back

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I read the summary, that was more than enought.

i want to trust you, well there goes my computor

Very good for now. Speed is very good, game feel is excellent APART from the shotgun which feels very underwhelming.

Do you think I should just make actual levels instead? I'm really fond of the map gen but if it doesnt work well Im open to the idea.
thanks!
thank you and nah theres dashing though, tap shift while moving

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i think a game like this is enjoyed most by people who like leaderboards. having a randomized map makes the game less competitive.

>Do you think I should just make actual levels instead?

for a campaign? yes. save the procedural shit for an endless mode or some shit. actual levels would be great.

also add a touch more lighting. i can't see shit captain.

I'll check it out when I have more time.
Make a few more threads in the following days.

Shotgun could use more power. This could actually make for a cool quick multiplayer game. 5-minute-long 'grab the ring' deal where the shotguns blast other people out of the way. At the end of 5 minutes, whoever grabbed the most rings wins.

Shouldn't be hard to have a campaign. Also with games like this more often than not the leaderboard is daily, weekly, or both, and has a set seed for people to practice and git gud at.

I played a bit, OP. It's cool but here are my hot takes
I feel conflicted about the forced strafing
Needs high energy music
Instead of hitting you, enemies seem to phase through
Unoptimized (120 fps at 1080p with my 2070 super)

It has potential, just needs more polish

Why do you post it on here?
You know you're not actually going to get any sort of positive feedback from here. Most people on Yea Forums just look forward to dragging others down, not help them.

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That's the fucking point, to get actual feedback instead of raddit karma

>actual feedback
no such thing, you're only going to get negative shit

have you even read the thread?

Try reading the actual thread, faggot
Are you mad OP decided to post his game here while you were hunting for epic screenshots?

So is the idea of this a kind of more in-depth devil daggers kind of deal?
In any case, I like the aesthetic you went with, and goingfast is always nice.

Going to download it now, and mind if I ask a few questions about some movement systems? I'm also working on a fast game.

Movement looks fun but the floating head enemies are lazy as fuck. You can make better enemies than that bro.

Not proof. Anyone can photoshop these days. Now lets see that movement algorithm (assuming you aren't using the Character Controller like a free loading faggot)

i dunno, user, i liked it.

I love a good fast paced movement shooter.
I will try this out when I get home.
Good job following your dreams OP.

Haven't played it, but looking at the webms, there's not much incentive to wall jump all the way up or jump at all. Maybe add some ground enemies which will create shockwaves you have to jump over? Or put a "floor is lava" mode where touching the floor damages you and the floor slowly rises, forcing the player to use all the verticality.

holy shit 180 fov is an eyeopening experience

thank you user, very cool!

Ok, Instead im gonna set up weekly/daily map seeds, and I'll make the map generation a bit more interesting with a lot more room to breath, the current map gen is a bit crowded.
>also add a touch more lighting. i can't see shit captain.
Will do!
yeah I'll beef up the shotty
desu im getting a lot of nice feedback from here
Sure what would you like to know?
There is 1 enemy that stays on the ground but I'll look into adding some more
frig im stealing those ideas thanks
thanks guys
it's the only way to play

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the daily/weekly map idea is fun, you could also get some brownie points if you added a map maker.

(Same user as )
So REALLY GOOD game, I love the gun play and the maps and levels are good, my only question and concern is this.
>Screen tilt
Personally I feel this is a bit strong, but I'm wondering how did you do this? to go in the correct direction and revert back to the origin?
Thats my only question.
My concern tho is the controls, I found myself using the wall running very little compared to the dash, maybe change wall running upwards to holding space next to a wall and looking up and the side to side just getting close to it and you latch on like TF2

Also in general play Titanfall 2 if you have not, their wall running is the apex of it in any game desu

I played few rounds:
1. Sounds are fucking terrible and too lound. Menu interaction sound and enemy death sound (which sounds like someone is cumming) are worst offenders.
2.Flamethrower and revolver are significantly better than machinegun and shotgun.
3.You can cheese game by finding hiding spot and camping with dual flamethrowers.
4.Wallrunning has very inconsistent activation (this could be my fault).
5.Performance is bad. I have Ryzen 5 3400G (with integrated graphics) but this shouldn't be playing at 30-40fps.

Did you get the guns form Overwatch?

You need to disable halting momentum with the double jump. Also, when you're jumping you shouldn't have your character magically head in the direction you're facing. I want to shoot and keep my jump going in the same direction unless I air strafe. Do you even Quake?

it looks like you missed the fucking boat by abotu 20 years what the fuck man
creating for the sake of creating is now how you should go about shit
at least fucking try holy shit

where your game

fairly fun desu, i played a fair share of arena shooters and this one doesnt simply emulate them which is a good thing, like its fast but it didn't remind me ut or quake

I only watched the video but it looks like something I might enjoy, I'll keep an
eye out for it.

But please, make those weapons smaller, they're way too big. If there was only
one of them that'd be fine but two is too much. Big weapons is usually a cheap
trick to get better performance by hiding a big chunk of the scenery but I'm
sure you don't need that with such simplistic graphics.

Shit, I didn't mean to align to 80 columns, sorry about that.

Im glad you liked it, Im gonna reduce the screentilt and add an option to turn it off completely, I've noticed a lot of people have issues with that in general.
Here's how the flanktilt works:
protected virtual void rollCamera () {
float lateral = Input.GetAxisRaw("Horizontal");
float rotZ = Mathf.LerpAngle(player.camera.transform.eulerAngles.z, -lateral * flankTilt, tiltSpeed * Time.deltaTime);
float rotY = player.camera.transform.eulerAngles.x;
float rotX = player.camera.transform.eulerAngles.y;
player.camera.transform.rotation = Quaternion.Euler(rotY, rotX, rotZ);
}
Thanks im gonna tone down the sounds and such, and make a lot of the map gen more "open"
>Wallrunning has very inconsistent activation (this could be my fault).
Im curious about this, are you holding shift while next to a wall? you can keep shift held down while rapidly pressing space
Thanks man, I'll see what I can do
thanks thanks
Funny thing is the weapons were MUCH bigger before, like in this webm
I'll shrink the weapons a bit more

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decent concept, but needs to be expanded on greatly, also please for the love of god make sensitivity settings more customizable. 1 was too slow but 2 was too fast

Yo Op, how's the linux compbatibility? I really wanna play it, since it reminds me of Quake.

>Im curious about this, are you holding shift while next to a wall? you can keep shift held down while rapidly pressing space
It works. But ingame instructions don't say that you have to combine them, I was only using shift and so that's why it thought it was broken. Does dash suppose to activate with one tap of shift? I always have to tap it twice to active it.


Also please make settings pernament, they reset after turning game off.

No problem, will add a bigger range, sorry!
There's a linux build of the demo made but I dont have Linux myself, so I'm not sure how well it works
My bad thats on me, I'll work on a better instruction screen.
Also I swear I made options save, I'll fix

Also incase the thread dies, thanks a ton for the feedback everybody

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Unfortunately, I don't think I'm good enough at video games to give proper feedback on this, but I'll do what I can.
It feels like due to the enemy behavior, I am heavily incentivized to basically always be back-peddling, which makes it pretty hard to take advantage of the movement system, and due to the nature of a randomly generated world, means I am basically always gonna be bumping into shit, without even having the benefit of being able to memorize the layout. When I try to not just backpeddle everywhere, I find the problem being that as soon as I turn around to try to shoot something, suddenly every enemy on the map is right on my ass and I just die, it feels like enemies move 10000x faster when I'm not looking at them or something, which is somewhat frustrating.
If I had to make a call on it, I would say that the formula just doesn't work with the randomly generated maps, most of all. I played a decent amount of devil daggers, and I never really had the problems I am having here, just because it was a flat plane. And I get it, you want it to have a more complex layout to make better use of the movement system, but unfortunately, I'm just not sure if these things all work together in concert. The movement system feels like it would be much more at-home either in a traditional level-based shooter game, or some kind of multiplayer shooter.
I think you have a bunch of really cool pieces here, in a vacuum I like the movement system, I like the artstyle, I like the 'feel' of the game, but I'm just not sure if they all come together into one game as you have it.
I apologize if it sounds like I'm being overly harsh here, I'm not trying to discourage you, just giving my honest thoughts on the matter.

Not everyone is EvaXephon

What Im going to do is change a lot of the map gen so there's a ton of room on the ground, with most of the level pieces started up in the air so if you want to get up, wall running/double jumping would get you there.
Hopefully that would fix that issue, cause it is really cramped right now

Could you make it so the enemies actually look like they are trying to kill you? They don't scream threat to me they look like they're just curious creatures running blindly into a meat grinder.

Pretty neat aesthetics, like really.

I don't know what your end goal with this is, however - Is it a procedurally generated map or do you intend on making something with an actual A-B goal, outside of just killing these flying heads?

With actual mapdesign you could get a more focused moment to moment experience, where as, and I'm kind of getting this is where you might be headed, maptiles spawning randomly would be more suited for the pure gun everyone down mentality that the gameplay lends itself to very nicely.

Actually designing maps for movement like this? Jesus that's level design beyond me (Though I've never designed a video game, so take all of this with a grain of salt)

Could this lend itself to some real neat deathmatching, though? Oh hell yes, the weapon charge system adds a nice sense of the player needing to be patient and resist the urge to just hold down the mousebutton.

Overall, I like what you've got here, OP

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Bump

fug im never getting on the top 10

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It looks really fun and I will play it

Please let me know where I can leave feedback if thread dies before I do

discord or on the itch page itself is fine by me

Fun to play, but don't think id spend more then 2 to 3 hours on it, how much you planning on selling it for?

Im thinking 6.99 or 7.99, any higher feels too much to me

Going to try it a bit more tomorrow but as someone already said it's best to stay on the ground so something to encourage moving. Also the enemy death sound needs to change. Otherwise I enjoyed it! Good job!

Also, please make some anti cheating protection in the leaderboards. Pretty sure someone will try to save a score of unsigned long upper limit.

This looks extremely good user

when you build something procedural, from a developer standpoint it's extremely satisfying, I get it.
But it's an impossible task to make it interesting long term for the player. You also feel like after the third map that you've seen everything the game can give you, and most players stop playing at that point.
Campaigns and some monthly challenges and such must be hand crafted to remain interesting.
There's that feel that you still need to explore what the artists put in there for you.
On procedural levels you feel like you already explored the algorithm, and you don't get that real exploration feeling.

Those are polygons you fat dum dum.

Nice designs on the weapons, but all animations lack a certain oomph, which people have cited before
Start the animations with a slightly faster backwards motion and maybe have a small circle shaped smoke from the barrels added to the firing effects
Make the glowy bits actually get saturated a small amount while firing for the railguns if you can

Am i trpping? A good thread?

Happens every once in a while.

After playing a bit more, I think I can reasonably say that the flamethrower probably needs to be nerfed a bit.

Don't make a price too low. One of the biggest mistakes devs make is charging little thinking that it will encourage thousands of people to buy the game, but the effect is that people look at $ 0.99 games and immediately consider it junk and not waste any time.
Don't be shy about charging $15 or $20, as long as the game has some depth and is not just an arena where in 2 minutes the player has already explored all the features.

Hey, I'm the other dev that set up the movement system. Had to take care of some other stuff so I wasn't able to post in the thread until now. Feel free to float ask any additional movement questions.
TF2 (fuck Tones & Spitfires) was a huge inspiration for the movement, obviously we don't have a proper momentum based movement system and that gives it a kinda platformery feel. We did try out latching onto walls automatically in a much earlier build, but with the density of the map & how space is also used to give you taller jumps that got cut in favor of the current hold shift to wall run system.

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In my honest opinion and to give you "brutal" feedback, so as to make the best product you can:

It looks like "Get to the Orange Door", but less polished and more stripped down?

What else do you have planned for it?

Yeah, the amount of non shit posts in here is great.

Glad you're getting all this feedback OP

You're a faggot

Maybe make it so that the powerups are a little easier to pick up? I find myself having to backtrack a couple of times on average to pick them up, though I suppose maybe it is intentional to make them hard to pick up.

Is this Paranautical Activity 2?

I thought the same thing upon seeing its graphical style at first, but it is much closer to being devil daggers.

Needs to be harder, if a shitter like me can make it to the top of the leaderboards, it is too easy desu

Is this the devil daggers guy?

Thanks for the feedbacks
>I don't know what your end goal with this is, however - Is it a procedurally generated map or do you intend on making something with an actual A-B goal, outside of just killing these flying heads?
literally just a endless wave shooter like Devil Daggers
>Could this lend itself to some real neat deathmatching, though?
online stuff isnt really on the menu but never say never
thanks, map gen's def getting a big overhaul
There's already a few in place
thanks!
ah neat, I'll try that thanks
is 7.99 too low? I feel like its the perfect spot
Well, almost finished the campaign mode which is basically Classic but you level up yourself along with your weapons and they get even more powerful than their Classic mode counterparts. Also Shackles, basically like Skulls from Halo that change a bit of the gameplay to make things a bit harder in exchange for a bigger score multiplier. Like "floor is lava" or "denser fog"
yeah the feedback's amazing
Im going to set up the powerups so they're on a flatter plane in general and all around easier to get to, also you can dash into the glass to break it and snag the powerup.
what specifically did you find easy though?
Nah

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I'd pay around $10 for this, personally. I wouldn't go below $5, that is where I think the trash zone is.
I'm mostly just joking about it being easy, though my strategy of hopping between powerups has been pretty efficient.

Also, I think a sound indicator when a powerup has expired would be nice.

Just an idea but you could keep the random levels and then each week the competitive mode leaderboard cycles through a different seed, this way you could have weekly leagues on a different set of levels but everyone is getting the same ones.

will it be an epic exclusive?

Those giant sword dudes are jerks, and their blades go through floors. I think they are fine in concept, but between the fact that it is hard for some weapons to interact with them, and them just kinda clipping through shit, I think they should be changed in some fashion.

>one thread about videogames on this board
Yep, we've hit our weekly quota

Can you post some more webms of weapons that aren't in the demo? I'm interested in how the other ones work.

Thanks man I appreciate that and lol nice use of the powerups
Alright I'll add that!
yeah a weekly seed is definitely gonna be done now, may not be in the next demo but definitely after release.
I did contact epic, but might just go steam exclusive to make use of the steamworks stuff
desu I was hoping the ambient sound they make give away their position
sure, I'll whip a few up in a bit

It's got really fun movement, I just love zooming around the environment. I'm not as fond of the combat, relatively small enemies that spawn infinitely and chase you down seem to be at odds with the movement. You'll only ever use your speed to run away from a large swarm, if you get to use it at all since you need to be hitting targets all the time just to break even with the spawns. Basically, I'd like a game where I can move forwards at those high speeds and not be worse for it.

If they have their own unique ambient sound, I admit I haven't noticed it, the only sounds I tend to notice are the general dull buzzing that I assumed all enemies made.

yeah each enemy type has their own ambience, I'll make the sword enemy louder

Cool game OP!

From what I understand, if you go epic, you go exclusive, or you don't go epic at all. I won't blame you in the slightest if you can't resist that chunk of change they might offer you, but you should understand the repercussions of such things as well.

Fun game OP, will pirate it when it gets released

Here are the katanas

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Wasn't expecting them to deal out energy blasts, the kind of projectiles they fire look like they pierce through enemies, am I correct in that assumption?

extremely low in the upgrade path for them.

Neat, do any other weapons get unique effects from upgrading them?

Alright I going to follow all these useful advice and polish the game a bit more, I will need some funding tho if you are so kind

Yeah, guns like the revolver get explosive rounds and bouncy bullets
And the player gets stuff like increased move speed, triple jump, etc
lol what

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probably somebody trying to get you to look bad, inevitable on an anonymous imageboard.

hol up making a webm
bretty fun and it kind of reminds me of gunz without the melee, would be neat if you could turn it into a pvp game

The game looks dope OP, also seems like it's influenced a lot by titanfall

Yea Forums has given indie titles support in the past.
As long as the devs aren't autistic fags like the yandere guy and the game is decent.

Yeah, maybe we should continue the talk on Discord
I got a Patreon if you guys want to help tho

yeah it happens, like this dude Online stuff may happen but possibly after release
thanks man. I remember Yandere dev, he tried to make a fighting game engine years back

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Wow. Game looks up my alley, and OP wasn't a faggot today. I will now support your game.

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Are you going to make an enemy that follows the player movement? That would do great to keep the flow going if they're sprinkled here and there.

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MOOOOOOOT

This game is like parkour Devil Dagger. Pretty neat.

Aw shit I mean
HIIIIROOOOOOOOOOO

You should change up the revolver's firing rate, or do a semi auto pistol. I feel like there's no reason to use the revolver when the shotgun is the same thing but with more bullets spreading out.

Can I pirate it?

not sure if you're supposed to be able to run up walls. but, if you look down while running into a wall, you'll run up. if you spam space, you jump up the wall.

Does this game have a kick button?
This is an important question

You don't need to be looking down for that, simply running into a wall and mashing space while holding shift gets the job done.

thanks guys I appreciate it
yeah good point, I'll bring it up a tad, Im just wondering if revolver's should have ricochet with its regular shots and not just the crit
go for it!
no sorry, but im thinking of adding something to middle click maybe

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>Im just wondering if revolver's should have ricochet with its regular shots and not just the crit
When I was playing I chose dual revolvers and thought it would be cool if there was ricochet. Ricochet+faster firing rate would make for some cuhrazy fun gameplay

here's your webm bro
my gripes
>pressing shift makes you stick onto walls, should only wallrun if held down
>hard to visually determine how fast you're going but the particle effects are a good start
>skimming off the top of enemies kills your momentum
but otherwise a bretty fun game and i hope you keep the wallboosting in
good luck with your game m8

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Make it bounce by default, and make it so that crit riccochet's home in on enemies.

needs a strafe key

added to wishlist, personally I would pay $7-$10 for this. Hopefully you add online multiplayer, maybe some hand-crafted maps

>Yea Forums actually playing it and giving good advice
This is a good thread.
I hope I can get this kind of response if I post my game one day.

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Same. Dev Q/A is great, shilling is retarded

I'll give the game a look in a bit OP

All you have to do is not be a fag, honestly.
Apparently this is harder than it sounds though.

Alright will do!
that was fun to watch. Im gonna improve the """"SPEED LINES"""" and I'll take a look on that momentum killer
wallboosting aint going anywhere I love it
tapping shift while moving to the side will make you dash sideways
yeah I plan on 7.99 as the final price
I hope you share your game here sometime, wouldnt hurt!
thanks man
Honestly everyone in this thread's been really great, you're all cool dudes

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It helps that OP's game checks a lot of boxes the closest thing to a cohesive agreement on Yea Forums's overall taste:
>gotta go fast-style FPS with some easy but slick movement options
>low-res enough to inspire nostalgia but not to the point of lazy 8-bit indieshit

>spoilers
good, fuck the casuals for ruining everything that was good and fast with vidya

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I'll never forgive those faggots over at DE for ruining warframe.
What a fucking disappointment that was.

A somewhat off the wall suggestion maybe, but perhaps some kind of synergy bonus for using two of the same weapon? From what I've played, having two different options generally seems way better than having two of the same weapons, though that might just be because having a flamethrower AND a long range option has been particularly good for me.
For example, two revolvers is more or less guaranteed to get you mobbed, with not a lot you can do about it, likewise, two flamethrowers is gonna mean you just can't deal with most long-range threats. Double machine guns feels just weak in general as well.
Double shotguns is mostly fine though as it is.

Say no more, senpai.

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I don't know what I'm looking at here
But I'm pretty sure it is either really cool or really bad.
Also are those ophanim looking motherfuckers just kind of the dedicated "your run is supposed to end around here" enemy? Because I genuinely have no idea how to deal with those guys. Much like the sword guys, their beams also go through walls, but they also shoot lasers fucking everywhere.

Oh right, another thing.
A replay save button at the end would be pretty cool.

Ricochets that "look" for enemies by randomly sampling within a certain angle from the ideal reflection angle.
Yeah, the ring angels are kinda a mid-boss enemy. You really have to be smashing the powerups when they show up, or just use dual shotguns which are actually better against larger enemies. You can also force them to teleport which will give you about 5 seconds of no beams.

Neato, on both accounts.

>Unironically using YARDS as your distance measurement unit.
You use meters in the actual code and just convert it for the americans right?

It was FASTS/s before

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Me dabbing on all Europeans.

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runs like shit on my shit laptop. Intel HD Graphics 520. looks cool tho

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I don't want to be that guy right now, but if you have integrated graphics, you don't really get to complain about performance.
Even my 1050 i5 toaster runs this and gets 100+fps

Have you fiddled with the graphics options? Turning off shadows probably helps the most of all options, seems to halve the amount of drawing your computer has to do.

Did you set everything to low?
Also tip: change the battery setting of your laptop to high performance, it can make a big difference

I haven’t read into the thread so maybe this has already been said, but this looks excellent. However, some rough edges
-Weapon recoil is too slow and lacks impact
-Slight viewkick/weapon sway from leaping off of walls and landing on surfaces would go a long way toward helping the user feel the momentum

this is from someone with 500 hours or so in titanfall 2

I find the screen "rotation" to be kind of obnoxious. I tried turning off screen shake but that didn't affect it.
Another thing the glass breaking sound is really loud.
That's what I've noticed in my short play session, I would play more but I've got a bit of a headache as is.

thanks for being nice you faggots : ( : ) : (

I really enjoy the movement. Ever think about making horizontal type maps? If there were obstacle course/death run type maps I'd be playing the shit out of this.

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i’m actually thinking that a BIG, YUGE, GIANT enemy in a more horizontal map might be more fun to fight in this movement system than a whole bunch of pestering tinies

Stay tuned for our next project.

on an ultrawide (3440x1440) it works great, only problem is that you cant access some of the menus. when you type your name you cant see the start game button either. (also pic related to give you an idea)

the other thing is that i get a lil more motion sick even if i crank up the fov, compared to just black bars on the side. might just be me though since no one else has brought it up

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Why another project? If it's like what that user was saying why not incorporate it into this?

i think it would do you well to have some sort of tutorial map or something to introduce and/or warm the player up with the movement
dont know if this was mentioned or not but have you considered having the wall running be done by holding down the spacebar instead of shift?

The animations there are really cool. The guns are kind of big though.

Damn son, that's a huge monitor. I guess we gotta test our UI for resolutions that big.

i wanna buy this game already

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You're a cool dude, OP, and this is a cool thread. I have no feedback to add that hasn't been said already.
Game's already wishlisted, I will be watching your career with great interest.

That sounds sick, or heck even a racing map/variant might be fun as fuck
Peace Mode is great if you want to warm up in a random map to screw around in. Overall Im gonna improve the instructions screen and explain the wall running mechanic better.
thank you yeah thats an old ver
sorry lol, we were actually going to release in early september but theres like 10 big games coming out and didnt want to get buried. October there isnt much coming out and seems like a better time to release something

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wow a good thread

Bitch you've never got any time back

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thanks homie! I really appreciate that

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I'd be down for some kind of obstacle course race map.

shoot animation sucks, should pull back more than shoot up. Covers too much of the screen doing this. Should also pull back to the edge of the screen.

I figure its programmer art, but you should also work on the timing of the animation. Check other animations for reference.

youtu.be/eye7f8NR7w8?t=80
I figure its based off this anyways.

I don’t even like games like this but imma buy it to reward you not being a cunt. Aren't you worried about some “journalist” writing a hit piece about you visiting a den of bigots and pedophiles?

peace mode is pretty cool, but you could also do like an obstacle course or like a challenge map that utilizes every facet of the movement
really do wish you could wall run with spacebar though, i think it would feel more natural to me

I would totally agree that sticking wall run on space bar would feel a lot better.

revolvers are too powerful, no reason to not take 2
machine gun is super weak
shotgun damage fall off greatly after a short while
flamethrower is okay
overall though. pretty fun. Guns don't seem to have sounds
movement is fun and FAST. I like FAST
the game can mostly be cheesed by being underneath a platform
the enemies don't go down far enough to get in and swarm you so you can just peek, shoot, peek, shoot, etc.

Yeah I'll see what I can throw together by next build with an obstacle course/tutorial
I'll give the animations another look over and try to improve em, thanks for the input
thanks man I appreciate it. Im not worried though, you guys are coo
Gonna give wallrun on space a shot!
glad you liked it, the map gen's getting a semi-overhaul so the enemies will have a smoother time, plus more space to move around in general

to zzz town I go though, thanks for the great thread guys!

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Cool, keep us updated if you can.

This game is making me want a first person spiderman game really badly

Love it op. I like going through glass and dashing fast. But you're gonna need legit premade map if this is going anywhere. Also I think I saw some autoaim? Get rid of that.

Alright, this was pretty fun, needs music and a better indication that you took damage, also a cooldown on the dash unless the current movement is intentional

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OP here's the biggest piece of feedback I can offer you.
Don't make these threads too much or the Yea Forums hivemind will jump on it and start to hate you. Your game is cool and this thread is great, I'd hate to see all the retards start to flood threads about it.
If you adopt a tripcode do not use it for fame and become a faggot like Notch and YandereDev. You take criticism well and you seem like a cool dude so I doubt you'll end up like them.

Basically don't be a faggot, you're a cool dude.

>Stops moving for a second
>Doesn't explooad
Pre order cancelled