Feedback Friday #143 - December 11-14, 2020

Hi all,

It’s Feedback Friday time!

Proper playtesting and feedback early on in your game will save you tons of time - according to this postmortem, it might even save you a whole year!

If that sounds like something you could use, you’ve found the right thread! Feedback Friday runs from Friday to Monday every week. Share a build of your work in progress game to get playtesting and feedback, get new perspectives to help you overcome your biggest obstacles and take advantage of the Unity Community to boost your game development!

What To Show

  • Minimum Viable Product (MVP) - Core game play > everything else
  • How To Scope Small (Unity tutorial)
  • Post a link to a playable game, preferably WebGL. If you don’t have a playable game, post something substantial, not just text.

How To Ask For Feedback

  • Be concise.
  • Specify what you want feedback on and what you don’t.
  • Resist the urge to write an immediate defense. Take the time to understand their points. Remember that your friends here are taking time out of their busy schedules to help you for free.

How To Give Feedback

  • Be positive. There’s something of value in every game.
  • Focus on the design, not the designer.

Feedback Friday #142 is here.

4 Likes

Alrighty, here’s the latest: CA Shooter by EternalAmbiguity

zigzagserenebuckeyebutterfly
sparserelievedgreathornedowl
sickfinishedacornwoodpecker

This one actually feels like an MVP: there’s an actual (very, very simplistic) “level” to play through, and there’s randomization at play so it can go differently each time.

There are a few different systems:

Player energy: this is used for shooting weapons, so basically ammo. It does not automatically regenerate, except when the player is standing on a powered cell (more later).

Rooms: I’ve set things up as rooms, where I go through programmatically and find walls and doors and form a room from them. There’s the ability for “nested” rooms or rooms connected to one another, but this is just a simple example without either. When a room is unpowered, the doors close and nothing can enter or exit. When the room is powered, the doors are open.

Power: The idea is that the floor is powered or unpowered. You can enable or disable power by room. As mentioned this allows the player’s energy to regenerate, and in fact how much it regenerates is based on how much free power there is - more free power, faster energy regeneration. In addition, this has a dramatic effect on blob growth - unpowered cells grow at 10% of the speed of a powered cell. There’s an object on the bottom-left side of the map allowing you to manipulate this.

Climate: this is by room as well, and affects the growth of the blob. It’s a continuous multiplier. This uses power, inversely proportional to the temperature value - cooler temperatures (meaning slower blob growth) require more energy. There’s an object on the bottom-right side of the map allow you to manipulate this.

The Blob: There’s an rng at start to determine if a blob “piece” will be created in each room. If one is, it can grow. It can reproduce itself, but it can also produce a couple variants - the moving shooter, and a moving melee attacker, both of which move randomly. As mentioned before the growth rate is dependent upon whether or not the cells are powered and the temperature.

The “blob shooter” shoots within some range. The “blob melee attacker” will pursue the player for some short range (even around corners and such) and attack when they’re next to the player.

Technically it’s not a “system” but the player’s view is limited by the light above them. You can press Q to switch the light to aim outward, rather than down, with the side effect of hiding everything outside of the light, including the player.

The effect I’m hoping for here is–for some reason Dead Space is coming to mind, but anyway. Something where the player will enable or disable power for an individual room, clear it, then move on. Something where they have to move cautiously and they’re vulnerable at any time.

I’d love any and all impressions or criticisms.

A couple things I’m thinking:

The blob itself (not the moving attackers) isn’t threatening in any way. Right now it’s just sitting there, boring, but even if I made it a little stronger so it takes longer to kill it’s still just sitting there while the player can shoot at it. I’m not really sure how to make it more dangerous or dynamic in the short term.

Lights. Right now the only light is the player’s but that seems a little unrealistic. I’m thinking maybe this should be an additional option - lights for each room you can power on or off.

I feel like the map needs to be a lot, lot bigger for some of the systems to come into play. Things like the ability to close or open doors, or setting the temperature of a room/hallway–right now they don’t seem very important, but with more expansive locations they might be meaningful. And I don’t know how “proc gen” it should be in the end–I’m considering “not at all”

Environmental hazards - another game I was thinking about a LOT as I added these features was Metroid Fusion, but only now, writing this (Thursday evening), do I remember the hot and cold rooms in that game and how they necessitated player upgrades to the suit. Maybe that’s something to be worked in–Metroidvania lite? I think it would make the temperature control more meaningful and integrated with the game (outside of just blob growth).

Just in general, does what I’m going for here work? Does what’s on display lend itself to careful, almost methodical gameplay? What could make it work better? And does that goal even seem enjoyable?

Additionally, I’m considering showing this to a wider group of non-devs. Do you guys think that’s a good idea or no? Too soon, with no juice and a bunch of little blocks moving around?

1 Like

@EternalAmbiguity I downloaded and ran your game (rare for me on this computer, it actually doesn’t have any other games on it right now). I can’t find the Quartz Diode it keeps asking me to find, or enter any rooms :(… aside from that (which could just be me missing something obvious),

  • it’s running at 1080p / 1920x1080 at ~320fps.
  • when I hit “Main Menu” from gameplay state it crashes.
    I’ll wait on providing more feedback until I’ve had a chance to play through it. How do I open a door?

@adamgolden Yikes, sorry. On the bottom-left side of the map there’s a little object. If you get within one square of it, a popup should appear saying “Press E to interact.” Opening that opens up the power grid, where you can click on rooms, and then on the right side there are down and up arrows to power the rooms on or off. I do this in one of the videos, probably the first.

I thought I resolved that main menu crash…I’m sorry, I’ll take a look at that as soon as I can. When you press the Main Menu button, does it try to do a fade-to-black or does it just exit immediately?

1 Like

@EternalAmbiguity - Is the build temporarily unavailable? I don’t see any download links on the itch page.

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Okay, I’ve updated the version on my itch.io page. Problem was that I’m stopping things like 4 different ways (when the player dies, when they complete the objective, when you press the Main Menu button), and there was inconsistency.

Just to spell it all out: move with WASD. Mouse for direction and LMB to fire bullets (temporarily removed the secondary weapons). Q to shift the light from above to directional (follows the mouse), Z to turn it off and on.

On the bottom left and right sides of the map are two little objects, which control the power and the climate, respectively. You click on a room, then on the down/up arrows to adjust the setting.

Sorry, @TonyLi , literally just uploaded the fixed version. Should be up now, let me know if you don’t see it.

On the surface, it looks like a run-n-gun top down shooter. So, before showing it to non-devs, you’ll need to implement a system to gradually teach them what to really do.

The rooms definitely need to be like 4x bigger. And perhaps with some obstacles that the blob can’t grow over.

What if contact with the blob harms the player? I could press right up against it without taking damage (at least not that I noticed).

What if the blobs are growing toward something that the player needs to access to protect?

I didn’t use Q or Z except to see what they did.

What if light slows the blob or influences its growth so that it grows away from (or toward) light?

You have something going here. It might be a little too soon to show to non-devs. The game loop and challenge isn’t quite apparent yet without a good amount of explanation beforehand. I’m looking forward to seeing where this leads!

2 Likes

Awesome. I appreciate the suggestions. Agreed about showing it to others, I’ll hold off on that.

Edit: Initially I was thinking that showing it to non-devs would work much like this, where I’m asking for feedback and using that to shape the game at a pretty fundamental level. But should I instead consider that kind of the start of “marketing,” in that I have a cohesive vision for the game and an MVP that shows that? Essentially “feature complete” before that point?

I grabbed the update - saw the Main Menu thing is fixed :), I was able to clear the stage, agree with @TonyLi you’ve got something here. As for feedback… it’s definitely coming together. I’ll check it out again next week if you’ve got another update posted by then, I can’t think of anything to suggest right now. I’ve been coding so much the last couple of days / not really sleeping much, now I’m so tired I’m going blank on occasion, forgetting what I was doing, just looking at the screen - but I’ve just been having way too much fun with Unity to stop :smile:

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Thanks a ton, I really appreciate you taking the time.

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Really lean into what makes it unique – the blob mechanic. I feel like you can do a lot more with it. There’s a lot of opportunity there.

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@EternalAmbiguity I tried for few minutes.

  • So you got something to start with. But it is very too early to go public.
  • As already mentioned need some introduction / guides, how to play.
  • Some information about object that you can interact with. I.e. bottom left / right control points, where you can only use E key, to interact. Complete guess work atm. Are these any different purpose, other than shape?
  • Torch light could consume energy, as well as shooting.
  • Turning off light, could allow for faster energy regeneration.
  • You could have stronger / greater light, and weaker one, which would also consume different amount of power.
  • Bug: Light comes through walls.
1 Like

The right side adjusts the temperature of a room, and the temperature of a room affects the growth rate of the blob. Right now it isn’t all that useful. I was thinking earlier today I could kill two birds with one stone: have some kind of effect the blob produces, like a poison gas or something - that would make it more dangerous - and have that effect enhanced in the cold temperatures (that way there’s a tradeoff between faster growth (high temps) and greater individual lethality (low temps). With larger maps this might be useful.

And yeah I was thinking about having the light consume energy. In such a case I thought I might have to have regular environmental lights as well, so the player never finds themselves in a situation where they can’t see, plus just on its own it seems a bit more realistic too.

I noticed the light coming through walls at odd angles. All of the walls are just Probuilder cubes, where each side is its own mesh. I’ll probably need to change how I’m building the rooms.

Thank you to all participants in this weekend.
See you in the next week, if you would like to join our feedback. :slight_smile:

2 Likes