Yeah, that’s either “lazy with setting your application manifest”, or “malware.” I’m not going to think about downloading Cats & Rats unless that changes, sorry.
Aiursrage2k - you’re up for feedback
What Worked:
First, your visual presentation was simple, but generally easy on the eyes, both in terms of being presentable, but also everything being big enough to interact with meaningfully - I don’t forsee a great many usability problems when your game makes the leap to a mobile device or tablet. The actual music and sound design was reasonable and provided generally good feedback. The minimap was easily the most helpful part of your actual gameplay, and the cart’s movement controls were generally tight and responsive.
What Didn’t Work:
First, it’s been said before, but X as a ‘Use Item’ option is very very bad. I was expecting either LMB or Space Bar to use my current item - those would be more tactile options. You could do like I did in The Hero’s Journey and provide alternate buttons for a left-handed setup, or you could go one further and make your controls fully rebindable to solve this dilemma as well.
On that note, I have to ask: why in the good Lord’s green earth do you not give the player a weapon, but give all of the AIs weapons right away? I kept dying as soon as the round began, which was not fun, and turned me off to the experience. There are a few things you could do to make the first 15 seconds of the cart battles fun:
- Give the player a starting weapon of some kind - dying and not being able to fight back is like being given the middle finger by your game. I don’t want your game’s bird, you can have it.
- Design your arenas with blocks that cause it to take a small amount of time before you can actually be hit with an opponent’s items. About 10-15 seconds would be optimal, because I need time to figure out the game’s controls and UI before Player 7 explodes me.
- Add a double-tap evasive maneuver of some kind. Another problem with your items is that if someone fires something, there’s very little counter-play available - a CPU using an item more or less means, it’s going to hit you. What would be more fun, is something like a drift turn that you could use to evade an oncoming item, or a dash of some kind.
- Alternatively, make the projectiles a bit smaller so they are easier to evade, or have a greater chance of missing. Whoever designed these carts apparently also designed the buzzards in WoW that have a tendency to drop zweihanders twice their size, apparently.
In-game, the radar was the strongest point of the experience, but it had issues, because about 3 seconds of the 5 seconds that I was alive in my first round, was me figuring out that I was the reddish-purple dot, and that everyone else were the other colors (mostly because they were moving, and I hadn’t yet figured out how to do so.) I would suggest making the player’s radar blip periodically emit a wave as an added bit of extra visual feedback to help the player more quickly understand which blip represents them. The radar is a key piece of tactical information - making it usable, not within three seconds, but instantly is of great importance.
Also, your player numbers are very strange. Obviously I’m player one, but when there’s four players, and the four contestants are Player 1, Player 3, Player 4, and Player 7, I have to wonder what happened to 2, 5, and 6. Did a sarlacc eat them or something? Alas, I fear we may never know…
The music and sound, while good, was ineffective because - also as pointed out above - it’s too darn loud. To mitigate this, I suggest adding some audio sliders to your settings - Master Volume, Music Volume, and SFX Volume would provide a player great control over their aural experience, which would make it easier to retain interest in your game (unless you hate people with functional eardrums, of course.)
The TL;DR
This is obviously an early build of the game; it has a good ways to grow. I’d suggest tightening up the early-game experience to allow new players to get their bearings, but also tightening up the general user experience for better overall retention. Most of the game can work, and work well, with some careful tweaks and tuning.