Views : 5,686
Genre: Howto & Style
Date of upload: Dec 1, 2023 ^^
Rating : 4.938 (5/319 LTDR)
RYD date created : 2024-05-15T09:08:54.395986Z
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Top Comments of this video!! :3
As a fellow game dev i think you guys should juice this up and stop thinking so much about lore friendliness. No player will salute you for it. Add shit tons of particles, cool lighting, camera shakes, great sound effects etc.
That's what makes a large part of Hades great.
Im not really the right person to judge a 2d pixel art game as that is far from my cup of tea, but the character animations could be a loot better.
A game where the core gameplay loop is action based combat should finetune that to a point where it feels satisfying even in a video just watching it.
I know you guys are very focused on mechanics (or that is what you have said yourselves). If that is your strength you should make something mechanically unique that makes the game stand out.
Maybe have 3 different stances to switch between with completely different abilities and strengths/weaknesses. One could be rapidly dashing all over the place but break your weapons quickly, forcing you to only use it sparingly. Another could make you slow but increase regen a lot.
Just examples from the top of my head obviously but it would force the player to make decisions while playing and allow for multiple playstyles while not being another hack n slash soulslike 2d game.
Like someone else mentioned, find the fun! That is the primary objective, than capitalize on it. Then worry about lore, setting, stuff like that.
11 |
As a game designer, I feel like you've let the FUN out of sight out of mind. It's cool that you have this story and setting and it's nicely thought out, but is it going to be fun for the player? What contributes to that? What will the player be doing for the biggest part of the game? Does that feel satisfying/rewarding? I believe in you guys!
23 |
+ Chinese mythology
+ Grim environment
+ Cute main character
- Animations are ugly
- Environmental assets look flat
- Movement have inertia
- Actions lack weight, impact, punch
- Particle effects are ugly
- Frame by frame animations usually implies limited or no visual progression or customization
5 |
Only played this for 5 minutes, but my initial impressions are that I'd focus on the core gameplay mechanics. Personally I felt the combat feels very floaty, hitting the air vs. hitting an enemy didn't feel different. I think the enemies should react to the attacks, e.g. make them get pushed back more or add some sound effect. Everytime I died I was suprised by it, which is not a good sign in terms of giving player feedback that health is low (you are not looking at the health bar on top left, it should be more obvious).
If you compare it to Hades, almost every enemy fight there feels significant. You time your dodge, you land your strikes, it all feels meaningful. You have clear tells when you need to dodge or what area to avoid, every micro choice matters.
This currently feels like hitting the air until you are game over.
5 |
A few things that come to mind after a quick test of the game:
1. I don't know if it is on the roadmap, but this feels like the kind of game that would greatly benefit from Controller support.
2. It wasn't very clear that I had to hit Esc to open a menu to get the Infiltration mission; it was only after I ran around the whole HQ, smashed/intereacted with all the objects, and talked to the old man that I started hitting a few buttons to try to get somewhere else. Perhaps some sort of gate or portal that allows the player to go to another area would be more intuitive.
3. When fighting with the big Tortoise creature, it pushed me out of bounds of the map and I was basically stuck outside the play area until I quit the mission to return to HQ.
Otherwise I did like what I saw so far; it'll be interesting to see how things progress from here. :)
1 |
I don't know anything about game design as I'm just starting out, but I totally agree with some of the comments about finding the FUN in the game... I would go even further and ask you: what is the strongest point of the game for you guys? Why make this game? I mean, why would people want to play this game? What does set it apart from the myriad of other games of the genre? If it's just the "Lore", I would consider using that knowledge and research work on a different kind of game as it can be applied to any game (or film, or book, for that matter). From what I've seen so far, the game doesn't seem to offer anything new and spending so many resources already on a vague prototype sounds like a risky move, in all honesty. Again, I feel like I shouldn't even be allowed to comment on these things, but if I were you, I would probably reconsider if this game is REALLY worth doing and investing all that time and resources into. I think it's very important to ask yourselves these critical questions as soon as possible. Just the two cents of an avid follower. I'm really rooting for you guys. I truly believe in you as you seem like really capable and talented individuals. Best wishes.
2 |
I honestly just dont see a lot of appeal for the game. The fact its chinese mythology makes it stand out a little. Im not seeing anything that is jumping out for this game that giving me the NEED to play it. It honestly looks like something I would just scroll past on steam. Feel like it really needs some more depth or action scenes or hordes of bad guys coming after you to spice it up.
6 |
That turtle looking boss looks pretty cool for what it's worth. I definitely think you should invest in your main character more. I know you said that you still need to get a good character artist, but I'm just re-affirming the importance of this. If you can get your characters looking and feeling good to play you will definitely have a nice game working. I wish you guys luck! :)
2 |
I think you have some more gameplay issues to figure out. When you switch to Hades the screen becomes exciting and it’s not because of the art but because of the motion. Your game seems very indie because of that. Your character has very stiff animations and all action is rooting him in place. The ugly art is just the nail in the coffin. And I say all this to be helpful because sometimes a fan base will just praise everything.
4 |
This is all nice and all, but I truly believe you should get the game to a point where it feels good without the art. Make the character feel good to control and use, get the enemies and the main mechanics of the game to a solid point. And then you can focus on art and getting artists. Mechanics should be the main focus of every game in it's early stages of development, because even if the game looks incredible, with flimsy mechanics it's not going to sell.
4 |
I haven't played Hades, although I am interested in picking it up. From what I've seen though, it reminds me slightly of Hyper Light Drifter. Obviously, anybody correct me if that's completely wrong, but in any case, what made that game really good to me, was the feel of the combat. Every sword swing felt powerful, the special moves you unlock all feel amazing to use. The sound design in particular when it comes to combat really stands out. Make sure the combat noises sound potent, and I think it will go a long way toward making players enjoy the game. Perhaps include more options for mobility, in and out of combat. In the case of HLD, that would be the dash, or as an example, the dodge roll in Enter the Gungeon, note with the latter how it interacts with tables, allowing you to sllide across them. Methods of movement that allow you to feel the rush of the fight, and also interact with the environment are good.
Hopefully something in there is useful, but I don't know exactly what you're going for, so if none of this really applies, then ignore it :)
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Seeing things like "This one looks good, but the artist was a pain to work with." in the background of the video feels unprofessional to me. You don't need to justify why you do or don't work with each artist to the viewers. It's your game you know the vibe and feel you're going for. Similar with the assassin you didn't like I don't think that section added much and made it sound like you were making up excuses. Finding an artist who can match the style you want is hard but no need to poke at the ones you didn't like. At least that's how I feel.
2 |
@tkg__
5 months ago
The gameplay is just not there. Incredibly floaty, with no new good ideas, nor strong bones. The lore, story and art won't matter if the game is just not there.
13 |