Hey Guys,
I am new in Godot and made this game in 2.5 months. I hope you enjoy the demo and i really want to hear what I should do to bake light and shadow problems.
Hey Guys,
I am new in Godot and made this game in 2.5 months. I hope you enjoy the demo and i really want to hear what I should do to bake light and shadow problems.
There are a lot of features in there, and I think the game plays quite well already. I don’t know about light and shadow problems, but I have plenty of thoughts about the game design ![]()
Are you still working on the core of the game, or do you consider it close to done?
Thank you! Actually we are adding and adding stuff’s after demo. Players wants more weapon/item/enemy and we are working on it.
I was thinking more in terms of the player experience and feedback. For instance, it would be good to show the firing mode in the UI, and you could dedicate a button to each firing mode, so the player doesn’t have to cycle through them.
I got through on the second run, which by the way led to a crash when I chose to continue the game. Loaded into the arena, then crashed to desktop in a second or so. I had fun the whole way through ![]()
Some thoughts and ideas:
I can’t tell you how valuable this feedback is to us. You’re amazing!
We’re working on the crash issue. I’m so glad you enjoyed the game. Also, regarding the firing mode, I sometimes forget things, we definitely needed to add something – you made a great point.
We’re adding an increased wave end cooldown.
We’ve specifically implemented a time limit for boss fights. It’s ideal for collecting scrap when you can defeat them very quickly. I even collected 500 scrap in a single wave, so we’ve shortened the time limit a bit.
We actually have a drone flip, but it doesn’t work like a dodge; everything happens too quickly. We’re thinking about that.
The camera movements that move with us seem logical, although it’s a difficult area to implement and balance. If we feel it’s good, we’ll definitely add it.
We don’t feel 100% complete on the controller side. We’ll be improving all controllers. We might have skipped that part a bit to finish the demo as soon as possible.
Thank you again for this feedback. If you’d like to be part of the full version testing team, I’d like to stay in touch. I’d also love to see you on our Discord channel.
Thank you, I’m happy to be of help ![]()
Have you considered implementing a scrap limit instead? To my mind, the shorter the time I get, the less satisfying the boss fight. The reward too - if I get rewarded for cheesily keeping my distance, it’s not as meaningful as having defeated a tough enemy. The balancing can be adjusted in any number of different ways.
I don’t commit myself especially to any one project. There are plenty of others on these forums, and I only have so many hours to spend… as long as you post updates here, I’ll see them ![]()