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Fodorsson

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A member registered Jul 17, 2024 · View creator page →

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I understand. Like I said, what you've done so far is very impressive. For me, these were the only tell-tale signs that this was a fan game. I hope I didn't make you feel discouraged.

On a technical level, the things I mentioned seemed easily fixable to me, but then again, I haven't seen the source code. By the way, you might wanna look up IL2CPP. For your sake, I won't get into details in a public comment section.

Anyway, I will watch this project progress until the cease and desist comes. Keep up the good work.

I am using mouse/keyboard. I guess my main issue with the aiming is that unless I am flying straight, the direction of my lasers will only ever approximate the direction of the crosshair.
Also, I sense a slight delay between moving the mouse and the response of the crosshair moving, and then the crosshair is constantly being forced back towards the centre of the screen.
I am not a fan of this moving crosshair anyway, but I understand it's a design decision, and that some SW games have used it in the past. But even in games like Rogue Squadron, Battle for Naboo, or Shadows of the Empire, that use this type of crosshair, there is usually another crosshair in between the farthest crosshair and the centre of the screen. Maybe that's what you need.

About the UI - You use Battlefront (2004)'s style, but you don't really commit to it. I would like to highlight some of the things the UI designers of Battlefront have done, that you don't seem to consider:

1. World space
The panels in the menu system are in world space, not screen space. For some reason, you replicate it perfectly from the main menu screen up until the map select screen, but then ditch it after the loading screen and just use screen space-style, straight, non-tilted buttons. Why? Especially during the battle, the UI is supposed to look like overlays on a helmet.

2. Colour scheme
For menu elements, Battlefront uses dark blue for buttons with white for text, orange for headers with black for text, and a lighter blue or orange overlay with pulsating opacity for highlights. Notice the contrast between blue and orange, blue and white, orange and black. You swap orange for green to go with your theme of green squadrons, and lose from the contrast. The most unpleasant sight is your green text highlight on your blue button. The red subpixels on my monitor screen are just completely taking a break.
I would maybe give a purple tint to the blue buttons, and use some other effect for highlight than green on blue.
Also, in places where there is no backdrop for texts, like at the loading screen, figure out a way to make the green text distinct from the background. You do seem to use strokes in most places, so I am not sure why you choose not to in others. And while we are at this, the light blue crosshair is really invisible against the white backdrop of Hoth, for example.

And finally, my biggest issue with the UI: Seeing the red markers on all the enemy ships makes me feel like I am looking at a minimap. It takes me out of the immersion. I'm not shooting at TIE fighters in the distance, I am shooting at red dots. Are you sure the player needs to see the position of all the ships even though they are too far away to do anything with them? Maybe if the player wanted to see them, they could hold down a button to do so. Or maybe it could be an optional setting.

This is very impressive for an unofficial game. Reminiscent of the golden age of Star Wars games; Battlefront with a hint of Rogue Squadron.
I've found the aiming a bit uncomfortable, and there are some minor things about the UI that I think could be improved.
The graphics are gorgeous and I love the degrees of freedom the player is given with the ship.

Creative gameplay and nice art style.
The puzzles are a bit too easy to solve once you realize that you can just keep stalling at the beginning, and that way your past self will never get in your way.
If you are looking to refine the game, I think the easiest way to make the puzzles more challenging, would be to count how many steps the player takes, and then make a check once they finish, and sort them into one of multiple categories like so:
-Exceeded the maximum allowed number of steps, level failed
-Adhered to a lenient max step limit, bronze trophy
-Adhered to a stricter max step limit, silver trophy, etc.

No way guys, we got soulslike little red riding hood before GTA 6.
Absolutely gorgeous visuals. Reminiscent of the early '00s, but with a higher polycount.

The gameplay has a fair amount of jank:
-Swings take too long
-Cam clips through environment
-Rocks have no collision
-Invisible walls in some places
-Steep terrain climbing is too strict
-Dumb enemy AI

As well as some questionable design decisions:
-You can always stunlock enemies in 1v1, and enemies are often alone
-Infinite potion refill from cauldrons is too lenient
-Not many attack options, it gets repetitive button mashing pretty quickly. There needs to be another attack key so that you can make combos with the two.

With some fixes, this could be an excellent little game. Even in this state, it's a solid entry for a jam.

Excellent game design. I'll try this one out with friends.

Nice visuals, familiar game mechanic.

I, a true gamer, have figured out the winning strategy (solo play):
Once you get to your first tunnel, the enemies can't reach you. Every time you trigger a new room's words, you can just go back camping in the tunnels, enter all words in groups of four, then go kiting until you validate the results. You can find the combination to unlock gateways similarly, and then go onto the next one. Congratulations, now you can play in a still tedious, but safe way.
Note to the dev: Mastermind punishes the player with each bad guess, because they have limited space on the board. If you take away the punishment, you take away the challenge.

This is the kind of game that can be played very comfortably in a browser, but also has some nice graphics going along with it.
My issue is, once you understand the basic controls, provided that you have the slightest grasp of strategical thinking, there is really no way to fail. The enemies are slow and they get stuck a lot, and if you place your buildings in hard to reach places, they really don't pose any threat.
Also, it would make a huge difference if there was visual feedback when an enemy gets hurt.
Apart from the aforementioned things, this is a really well made game for a jam.

It is a bit funny that the game makes you be in the role of someone who steals resources and massacres aboriginals.

It is a fun little game. Almost perfect for what it is. My only objection is that changing into an object gives a little upwards push and this is really easy to abuse by spamming the click on an object.

I really like the concept, but it is wildly inconsistent what will and won't count as a fail. At times I clip through solid wall without breaking it, which makes me think there's a bit of a leeway. At other times, the game is not so lenient. The art style is gorgeous as always.

The way I understood it these 3D objects are not polygon-based but use some kinds of mathematical formulas to draw 3D shapes in a custom game engine. Frankly this sounds like witchcraft to me, but I applaud you sir.

I really enjoyed the meta stuff. There could be a lot more potential there, if you're planning on continuing this project.

Thank you, I really appreciate this feedback. There are some known issues with the controls which I just didn't have time to fix for the jam. Specifically, jumping while moving towards vertical colliders, and switches getting stuck.

There were also deliberate decisions that players might perceive as bugs, because they weren't properly explained. Examples to this are:

-Forcing the object towards the ground results in the object getting dropped. Therefore, the mouse must be dragged upwards when lifting an object.

-When morphing from the basketball to the anvil, the almost-anvil still has some bounciness.

I might change these if the general player feedback suggests so.

I have plans for continuing this project, but first I want to make sure there is demand. Thank you for the kind words.

2:00 :D

Yes, I am aware of that bug. I'll fix it later on. Fortunately, there has to be a rather specific set of circumstances for that to come up.

OH GOD THE PRESSURE! These customers are really impatient. It's like working in retail all over again. I could very much use a timer to know just how much time I have left. Great atmosphere though and the game is very polished altogether.

Thank you. That's a valid criticism. The camera actually always points towards the center of the maze, but I can see how it could be disorienting with all the repeating textures. Though it is easy for me to know where the center is since I made the game.