M0N0_M4N's Profile

Ranked #498


185 Points

Project GunsBritannica

Fast Paced Gameplay⦁   The game will be kinda like Monster Hunter 4 as a 90s FPS.⦁   For now its just a prototype with placeholder art and sound.⦁   Movement controls are typical FPS, mouse and keyboard inputs (I just added sprint).⦁   The placeholder tutorial is kinda like Dark Souls for now (its short I promise;)).

Game Graphics Controls

I'll start with what I like here.
+ Your graphics are quite nice to look at, reminds me of the original Zelda games.
+ Nice work on the minimalistick UI, it doesn'y get in the way.
+ The control scheme is very simple to grasp, no complication there.
+ The explorable areas are a nice touch when they work (more on that later).

Now for what isn't working.
The issues here are small but they can break the experience, quite a bit.
The player's collision box keeps me from moving through some spaces (doorways mainly),
I actually thought I couldn't go through the first locked door (even though I had a key), but the problem was I couldn't quite fit through the doorway and thought at first that I maybe had the wrong key or that the first door wasn't unlockable yet, so I ended up trying to explore the wide open space south of where you start (got killed instantly but I'll get to that later)
I tried the first door later and actually got through, which didn't take long for me.
Sidenote: Corners on things like pillars are easy to get stuck on because you kinda just stop moving when you're trying to get around a pillar, another collider issue it seems.
Another collision box issue is the enemies.
The hit boxes for your enemies are too big, they barely even have to get close to you to kill you, which feels unfair, because you don't know which distance to kill from.
If exploration is what you were going for you kinda killed it in the first room,
I died as soon as I went to the open space south of where you start and didn't even see who or what was there, or what killed me until later. The feeling I got was that those open spaces were dangerous. Exploration is what you were going for, but you accidentally punished it in the very first level.
When I got through the first unlockable door, I hesitated to go into the explorable room, because I thought I would get insta - killed again. I tried anyway (because I needed another key) and managed to kill the snake that was in there (and got the other key).
That's when I saw the other explorable space I got insta - killed in. I realised that I only got killed because the snake (which already had a big collider on it) was too close to the entrance. Maybe this was a mistake on your part, or it was intentional, I'm not sure.

Final thoughts
I didn't really have any issues with the rest of the rooms after that, (except the explorable area with the three snakes I couldn't kill).
The only thing I noticed, (which is really just a nit - pick on my part since you're still in development, so its probably irrelevant) was the portal you walk through that ends the game.
It feels awkward and out of place, not as much because of the story cliff hanger you added, but because the room doesn't require any exploration to complete the game. You could end the level right there and miss the goodies you could've found in the other explorable areas.
It kinda feels like a missed opportunity for me as a player, because I ended the game without finding what's in those hidden areas.
But I guess that's just me.
Hope that helps!

1 week ago

Journey of a Sprite

Project GunsBritannica