Updated a trailer with new robot model and some updated props and assets. Hope you will like it.
The next milestone is a small technical demo. I want to get feedback from players. What’s good, what’s bad.
Updated a trailer with new robot model and some updated props and assets. Hope you will like it.
The next milestone is a small technical demo. I want to get feedback from players. What’s good, what’s bad.
I really like your transform animations, so stylish !
Heey hail_to_the_fun! I’m glad to see you. How are you?
I’m doing good, thank you.
Just starting my new game, nothing to show for now though ^^’
I hope you’re doing great as well.
I’m glad to see your progress on your game, definitely one of the most promising here ! ![]()
A playable one? I’m looking forward to that ![]()
Yes, playable. I’ll upload it on itch and add link here.
Hello guys!
I’ve just uploaded a small technical demo. You’ll really help me if test it and write any feedback.
It’s a very-very early stage. It’s not polished. But I hope you can play it.
There is a small tutorial and one arena.
At first launch it’ll bake shaders so it may be long. Other launches will be faster.
You may play using keyboard or gamepad. I have Xbox gamepad only, hope other gamepads will work too.
That’s download page:
I played with a PS5 controller, which works perfectly
I like the nice clean visuals, it’s easy to see what’s going on, and the moves and firing feel satisfying.
The game plays very smoothly, but I’m not sure about the default controller layout. Maybe I just need to get used to it, it’s a pretty extensive move set already. The time to press-and-hold triangle after a jump is also pretty short, making it a little unreliable.
It feels odd that dashing costs energy.. it’s the kind of thing one wants to do even when enemies are not around, and although it can be used for damaging enemies, it does put the player in a vulnerable position, making it somewhat of a poor return on (energy) investment. Maybe just have a cooldown, or something?
It also feels harsh that energy doesn’t replenish. If the levels are going to be somewhat puzzling, and it’s important to manage every resource, maybe that’s a good thing. If not, I think it would be more enjoyable for the player to replenish at least a little energy (perhaps only enough to do the cheapest move(s)), and also always have some means of attacking.
The enemies’ shots travel very quickly, making it next to impossible to react to them (as opposed to just always moving). It encourages constant movement, but not much else.. and it can feel unfair when you’re suddenly killed by a bullet you didn’t even see.
By the way, I had a crash in the tutorial, and another crash in the arena, seemingly at random.
Hey phoenixdk! Thank you very much!
I’ll make enemies’ bullets travel a little bit slow. And also rework mechanic with press-and-hold triangle.
About the dash. It costs energy to prevent abuse ram mechanic. Maybe I’m wrong, but I want to make player to mix ball and turret mode.
Energy replenish when robot in turret mode, 1 energy per second. Up to 3. So player can dash without limits when he’s at turret mode, and each second he got 1 free energy.
Maybe I should use replenish energy when player in ball too, but spend 2 or 3 seconds for 1 energy.
Thank you very much for this notice. I’ll think what I can do. Maybe make dash completely free and use cooldown only.
It was so sad to listen about crashes. I have to make some log system to understand what’s wrong.
And again, thank you very much! You feedback is very helpful!
Don’t be sad ![]()
But do make some kind of log system, and I’ll be sure to send them your way.
I tried it for a little bit. The gameplay is very fun, but it was too difficult for me. When you’re not a ball, you take damage very fast, and it’s practically impossible to avoid enemy shots, and enemies shoot at a high rate.
When in ball mode, I found it very hard to hit enemies with the dash. Maybe have a bigger hitbox for the dash, even if it’s a bit like ‘cheating’ in favor of the player, I think it might make it more satisfying. I played it on controller. Maybe it’s easier to hit them when using keyboard and mouse, but I didn’t try it.
Also I think it takes too many shots to kill an enemy. For the amount of enemies on screen at the same time, I think they should be easier to defeat.
The game ran smooth, but there were a couple of lags: The game froze for like a second when using the dash for the first time and also when using the grenade for the first time. It was probably because assets were being instantiated at runtime for the first time, the grenade itself and the dash VFX. Consider pre-loading them in a ‘pool’ so it doesn’t have to load for the first time during gameplay.
Thank you very much, amarc!
I’ll re-balance weapons, damage and player health in the next update. And I’ll make a hitbox bigger during ram.
Maybe I’ll make something like auto magnet to enemy when using dash. Something similar auto-aim but for dash. Not sure it’s good idea, but worth to try.
And thanks for information about freeze when using the dash or grenade for the first time. It’s a bug, I’ll fix it.
That’s a good idea, I think. Aiming in general is kinda hard when using controllers. I’ll try to play it with keyboard and mouse later.
And one thing I forgot to mention: I love the art. The player robot and and the environment art are great. The enemies look good too, but their design looks kinda like toy robots, while the player looks like a more serious mecha thing. Both look good but kinda look like Don’t belong in same world. Maybe that’s just me.
But again, the quality of the art is very good.
Hello guys! I’ve updated the trailer of Crusator. Removed long cinematic shots and Latin/English words, added more gameplay. Try to catch viewer attention from very beginning. Imho it looks better now.
Awesome !
Heeey, hail_to_the_fun! Thank you! Glad to see you again. How are you?
I’m fine, thanks !
Stress is rising as my game’s launch next week is closing in, but well, no pain no gain ^^
You did great progress on your game, it’s a real pleasure to watch your trailer !
Thank you! And good luck with the launch of your game! No pain no gain, you’re right.
Thank you !