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theSmokingFrog

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A member registered Sep 10, 2019

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So after some playthroughs of the available levels let's talk about an overall impression:

It's colorful, straightforward and will be a fun multiplayer in the future. I refuse to break it down to some simple numbers or percentages as the early state of the application does deserve more of a textual feedback.

Let's start with the negative points first - which are all not related to gameplay:
1. The sound settings are not preserved. We've got the same problem like nearly every other game on the this planet: the sound on startup is pretty damned loud. Heading on the options menu. Changing it, everything is fine. Restarting the game and boom! 100% again.

2. Mouse interaction is working, but is probably intended not to do so? When running the game in fullscreen mode, clicking seems to remove focus from the actual menu options. The worst thing: I'm not able to regain focus - relaunching was the only way to resolve this issue. In windowed mode the problem is the same but with resolves itself: Though the cursor is not visible, we are actually allowed to click on the elements in the menus. Thus starting a game or switching up options is totally possible and the game does not need to be restarted. (As long as you are not within the game - then it's the same as in fullscreen)

3. The options menu design. The overall style fits the application but it's to shiny. As a User I'd expect the entry that I am about to change to be highlighted. In NNUSR its the other way around, the item to change loses the highlight. That works out in the Graphic area, but gives the player a hard time in the sound menu. the highlight does no change enough for being clear what the seletion is. Additionally: The toggle for windowed/fullscreen mode does not have any label associated. It just exists.

4. The Project Name: UnityProjectTemplate - like... everywhere? In TaskSwitcher, in the title of the windowed mode, in the title of the "before launch settings", When hovering in the taskbar. Changing the icon would also be nice a touch but is not necessary to identify what Unity Project it is.

Now let's reach out for the game itself:
We are playing the boss. Which is cool. But hard. sometimes. Why is that the case? It seems like this is highly dependent on the playstyle: being aggressive and trying to hunt down the heroes has a higher difficulty as being defensive.
Cptn. Pew Pew shoots like a maniac as soon as he sees the boss, The shield guy is more or less negligible as he shields himself and waits for the cooldown. The vicious sphere guy is the most important in current state of game. By simply maneuvering around pew pew and trying to outrun them in circles, the vicious sphere does most of the work, no shooting acivity necessary.
The crazy thing is: this randomness is tough especially in the narrow levels, never granting the possibility for a 100% win.

All in all it's fun - I'd love to see how the multiplayer is working out in the end.

To summarize: Fun now, probably even more fun in the future - high potential to become a "just one more round" game with friends, sitting on the couch, destroying friendships like Mario Kart in once did..