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Well, I didn't expect this but it's real. If I had to give my opinion of the game there's a lot of whys. The 3dmodeling is ok and the animation is pretty good. The gameplay how ever is uaa... Confusing, questionable, it's complicated. For example when you start I went to feel out the controls everything seemed simple at first till I noticed the weird camera. Simple left and right movement but trying to look up or down? NO, just don't. Then how about talking to the npcs? Ah yes, I remember this game again. The controls are not really explained at all to you. Rather you pick keyboard or joypad it's a guessing game all the way through. So you know what was the button to talk to npcs? "R", Walk up and R it works I guess. How about movement? "WASD", you just run by default but you can "run more" by moving in an angle. "Spacebar", is the jump... I haven't found any places to use the jump other then the table at the starting area so.. There is a Menu as well "P". How do you select something in the menu? Good question, I mashed every key on my keyboard and got no response other then closing out of the menu by pressing "P" again and moving up and down using the "WASD" keys... After putting in a few minutes in to the menu I learned "Spacebar" is the way to select. The reason why you don't get feedback when pressing it is do to the menu maybe not working?? The only option that works for me is being in the starting area, open menu, then selecting Exit Area which only resets things. So combat... If I could I would tell you not to do it. The camera parred with the janky, stiff attacks make it a bit hell to control. That and like the first game getting grabbed = dead unless you spend a hour jamming buttons till you find the escape key... The biggest problem with this is polish and feed back. I can't stress how annoying it is the press something then not know if it did anything unless I mash it or wait while holding it down especially in combat when the feed back is really important to the player. That or at least a controls guide for both controller and keyboard users. In short the combat sucks unless your patient enough to figure it out. When your HP hits zero it's Game Over or kinda. This only happens if they let you go after you HP hits zero... I only got this to work one time with a plant monster when I was spamming "Spacebar" it didn't do squat for the plant girls for some reason. Oh, it did let me open menu so I though I could just reset to the main area but nope nothing works when you're stuck for some reason. When you do get a Game Over screen same thing. No resets just uaa.. Hard reset I guess. Again, a moment where I mash every button on my keyboard/controller and get no feedback on if any of those inputs got read. I just alt F4 out and start over at that point. Oh I think there's a lock on system too... I have no idea. I'm not willing to destroy my keyboard anymore to figure that one out. I got it one time by accident while dieing.

So in summery this was my best in braking down the controls while critiquing the game. It's neat that this got move to 3d. I sure wasn't expecting that but man.. Please, to the creator work on the the foundation first before adding any extra stuff. The camera, a basic control guide, maybe a control remapping, and such could take this game a long way. If there was more content added to this game the main thing that would make it impossible for me to get though it is the poor controls, lack of instructions on how to control the game, and no feedback on knowing what I'm pressing is doing anything.

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Thanks for the feedback.

In a nutshell, this is FAR from a finished game. Given some of your critique, I'm not quite sure whether or not you realize that. 


There are a lot of interface things and refinement that will happen in due time, as I've been saying. For the time being, I think I covered the majority of the controls in a neat little file called "Controls.txt" right in the folder with the executable.

Maybe try looking at that.

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I've been a bit of a old fan of your games before somewhere around bombtehsite . net so I'm not all too new to the games you make. This is the first time I really spoken up about one of your games though. I tried to make it more of a  constructive  critique while also serving as a slapped up guide to anyone just reading my comment. If I had to really be honest what shocks me the most is how a lot of your old games share similar problems that are almost identical to your more modern games. Maybe it's just the way you go about making your games but it kind works as your own fingerprint in both a good and bad way. I won't have really given a  comment if the problems wasn't so similar to your older titles such as Monster Beater Reki, RetroDom, and Zako Fight just to name a few. Reminds me of the good old NewGrounds days but you get the idea. Same jank, confusing controls (Which back then didn't have a guide), lack of feedback to the player. It's just crazy to still know it's you still around today almost like a blast in the past.

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Again, you're talking about unexplained controls, when I'm pretty sure I included printed instructions with all the games you've just mentioned.  Retrodom even had control mapping, which is counter to what you're saying. It's not my fault if certain people don't bother to take the time to read.

Do some of my older games have some jank to them? Most certainly, I will definitely admit. Does that mean you get to slap some arbitrary "fingerprint" on me, and relegate my future projects to whatever that is? No.

You're trying to give constructive criticism, but you don't even bother with details such as the fact that I did not make Zako Fight, or the fact that I just explained to you that this game is an early prototype, which should be obvious. Why you insist on treating this game like it should be a finished product is a mystery to me. You seem to not really be concerned with what I have to say in regards to my work, and you seem to be pushing your own personal opinions and preferences forward in whatever comments you make.

You've been around for a while so the fact that you haven't given up is what makes you a gem to me at the end of the day. Regardless of what I say I'm a supporter of what you do other wise I wouldn't be around in the first place. I don't think you really took my blunt constructive comment all to well but it doesn't matter that much really. I'm not trying to jab at you personally if you feel I'm trying to harshly deconstruct and label your work like it's a finish product. It wasn't my intention to come off that way when I made the "fingerprint" comment too so I'm sorry if it comes off as me relegating you work in such a way. This is just how I critique things that I truly find interest in 9 times out of 10 I don't really expect the creator to actually respond to my rambling. I'll be fair, the second response I made was just going off the top of my head so my bad on mistaking Zako Fight for being one of your games it's been a long while and I'm not sure if that website is still up to this day or not.

I found a bug where the game locks if you try to walk out of the castle right away instead of talking to the girl first.

Some of the controls and gameplay feel a little janky but this is great for a starting point.

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Thanks for the feedback. I'll be working on refining these things in upcoming updates.

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Pretty decent start IMO, good to see you learning Unity though it's gonna be nostalgic looking back at your earlier projects.


Anyways some issues I found:

  • Player movement was a bit tacky, holding W,A,S,D on it's own made my character run at the default speed however if I strafed, holding down W and D for instance, it felt like my character ran significantly faster.
  • Menu glitches out, I opened up the settings then closed the menu, when I reopened it I couldn't do anything except toggle the menu
  • Camera is a bit crap, feels inconsistent and hard to control
  • Combat needs a bit of tweaking, with it being hard to aim at enemies alongside the movement being a bit inconsistent it just felt very sluggish.

Otherwise, really good prototype

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Thanks for the feedback. Yeah, the camera has been an issue that's been brought up before. I'll be working on that, as well as refining some other things in the future.