Seamus_M's Profile

Ranked #270

5

455 Points

Games
Red Abyss
2008
0

I have removed this game and its download links from this site because I'm not sure if it still qualifies as something permissable on roastmygame.com (due to violence, profanity, and the usage of copyrighted music).If you want, you can still find it on GameJolt with the name "Red Abyss", created under the same username, Seamus_M.


Roasts
Game Graphics UI Graphics

What I liked:
Graphically it looks very clean and neat.
I like the concept.
I love the fact that ships can shoot each other and that mines will destroy whatever they touch, whether it be player or enemy.

What I didn't like:
For some reason the shooting sound effect is really friggin loud compared to everything else.
The new coin confetti thing is just too much. Tone it down a bit.
After death the UI on the menu is messy. Perhaps make things look more like clickable buttons rather than clickable text?

4 years ago

What specific issues are there with the player controller? Thanks for the feedback.

4 years ago

(Found out that instructions for sprinting with SHIFT were missing from the tutorial. Kind of a major issue. I'll update it today)

4 years ago

Thanks! You must have missed the boss, considering that it's fairly evident when you reach him. That probably means that I need to make it clearer where the doors to new sections in the game are located.

4 years ago

Thanks, I really appreciate it. The tutorial instructions are more of a placeholder, but I see what you mean with the computers and the inability to properly see the monsters.

4 years ago
Mechanics Controls

The biggest issue is definitely the mouse sensitivity, it being way too high. I would definitely put in an adjustable setting since people tend to have varying preferences for that sort of thing on these games.
Also the enemies rarely get to actually shoot at the player since their startup is so long. In terms of difficulty when running through areas, trying to shoot everything as soon as possible, it makes sense. However, I think it would be a lot better if there was some sort of indicator of the enemies about to shoot, some sort of sprite change. Even better (though you might not be going for this), you can have them fire projectiles which the player can dodge to avoid, adding a whole new layer of gameplay.
The player can also just run past most enemies, though I assume various later additions to the game may fix this issue.
A very minor issue would be that on the second floor of the building there's some boxes you can hide behind after immediately coming up, but the enemies can shoot through them anyway.
It seems to have a very good base structure of a game to it. It's got good potential.

4 years ago

When I posted my thing, I was expecting to get like, two reviews by now, but apparently it's a lot more active which is great. I'm really loving this site.
I would suggest against using on trigger enter at all for the enemy shots and just exclusively use ray casting.
I'm not sure if you have this in already, but another thing you can do is instead of having individual enemies handling shots, you can have a queue of enemies who have the player with shooting visibility that the game will cycle through at a faster rate the more the contents of the queue. That way you don't get overwhelmed by masses of enemies, but then individual enemies are still fairly deadly. Basically, the fire rate of each individual enemy decreases with a higher number of total visible enemies, but the overall rate at which the player is being fired at increases with more enemies.

4 years ago
Controls Mechanics

If you hang back, a lot of the bullets will de spawn before reaching your ship.
Also, the moment I pick up scrap I'm immediately bombarded by tons of ships that are just too many in number to fight off.
When I hit some of the enemy ships, they appear to only lose one part of them.
The planet effect is nice, and it's good that you have a menu with adjustable sound.

4 years ago

The gameplay is rather different from what you have in the video. Is this an older version that I'm playing?

4 years ago

Thanks for playing! And yeah, making the molotov monster-hit sound effects was something I was putting off because I set things up in a particular way, but it still won't be that difficult so I'll put it in there at some point. I'll take any sort of compliment towards my "art" considering I'm a programmer not an artist XD

3 years ago
Liked

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