Want free design feedback for your work in progress project? Then you’ve found the right thread! Feedback Friday runs from Friday to Monday every week.
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Minimally Viable Product (MVP) - Core game play > everything else
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How To Give Feedback
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When entering and exiting the ramp, the character dips a foot or so for a frame or two.
[Assuming the left ramp shouldn’t be traversible] sometimes when you run up to the left ramp, you start running up it and continue until you release the forward button. Pressing forward again after that doesn’t work.
The grapple is fine for a start, but it’s very weird the oscillation that happens after you pull yourself all the way to the hook. I suggest dampening it a lot when the grapple is ‘retracted’.
Jumping force is erratic, sometimes it doublejumps instantly with a single press.
Walk fast enough? Can’t say, depends on what type of game you’re making.
Accelerate fast enough? Seems fine relative to the speed. However the deceleration needs to be much faster (more dampened. If you’re on the stairs and you release, you might stumble down a stair 0.5-1 sec after releasing.
Does jumping feel good? Seems fine to me, not floaty.
Does grappling work? Yes, seems fine except for oscillation when retracted.
You are right the little wiggle when you get to the grapple point is goofy. I’m either going to have the player break connection or latch onto the point.
I thought I had fixed the double jump issue. I’ve been having issues with collaborate deleting my work. It’s an easy fix.
As for the bobbing on slopes I think that my solution for stairs will also fix this.
I think breaking connection is a good idea, it could otherwise get tricky in terms of collisions and general movement when you’re on the end of a short spring. Also, breaking connection means the player has to think ahead and be more engaged.
I have a mechanic that is going to encourage “push forward combat” without requiring the player to do glory kills (which I hate) over and over, and it’s going to make raycast enemies fair.
Had a quick look, it is definitely fun to grapple around in first person, my observations:
(I am sure you know that: ) The Camera shows heavy rigidbody jitter
I would give it a very slight mouse smoothing on small changes, the direct discrete steps on raw mouse input dont feel well, for me at least
The grapple momentum is very straight, give the grapple a very slight delay before it hits the wall (~0.2-0.5s) and make it so that the grapple pull gets an additional force into the current look direction. That way the player can grapple a pillar and decide on which side he swings past (I think this is also how the apex legends grapple works). You could also increase the grapple-air control intensity for that matter
I would love some double jump/jetpack feature(so that the air jump gets more velocity into the [wasd] direction).
I would love some wallrunning/latching timewindow or jump-off window after hitting a wall. Try Titanfall 2 if you haven’t their wall running implementation is a bit to rigid(orthogonal directions only, i bet in order to run past enemies while aiming down) in my opinion but its a good comparison and wall jumping feels great.
I can’t really comment on speed since apart from the character-height, there isn’t much in the scene where the game’s scale is made perceptive
I will anticipate your improvements in the next Feedback Friday : ). I was planning to show something myself then, here is a small teaser
@Not_Sure , feels good. Nice momentum. Smooth. No issues to report from me. I’d like to play like a 30 minute level that ramps up in difficulty. Awhile back someone had that gravity game that was similar in nature and had a pretty meaty demo to play. That was enough time with the game to really get to know how it will play and how players will interact with the game. I think a meatier demo is needed to really evaluate otherwise it may be problem of making decisions based on too little experience.
in short, i think your controller is good enough and battle testing it with objective focused gameplay will bring out any serious issues.
@Marrt , nice looking gameplay. I love the quick evasive manuevers i can see that being really fun on higher difficulties for skill seeking gamers.
I imagine most your art is placeholder at this point but I like where it is headed. I think if your mountains blend into the terrain smoothly that will add a lot. To break up monotony some reflective streams with complementary colors winding in between could be really cool.
Have you ever walked through the woods and noticed all the strange ways trees can grow? I think you can make naturally interesting shapes with the jagged mountains as well to add lots of character to your levels.
Add exponential height fog to get nice layers and I think it will be very beautiful game that will capture interest, especially when contrasted against the tight high speed gameplay and brihgtly colored tracers darting back and forth. Could be very striking. Good luck!