LIVE2.0
A downloadable game for Windows
A simple game I have been working on and was hoping to get feedback on it.
Controls:
MOVE: WASD
JUMP: SPACE
SHOOT: LEFT MOUSE
DASH: SHIFT
SWITCH WEAPON: CONTROL/SCROLL WHEEL
Download
Download
LIVE.zip 20 MB
Comments
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it could be a good game but currently jsut isnt.
first off, whx in the HAIL do I have to manually pick up coins which disappear after like 1 second?
I am busy shotting everything from inside the white duck (which all enemies move to, so best place to shoot).
yeah, enemies came too randomly in amounts.
I am also unsure if all collected coins are also really present when in the shop.
Since I often was dead sure, saving for multiple rounds, thzat I should have beyond 10 coins.
yet in the shop it's always like 5,6,7 coins or so.
so can never get the automatic upgrade.
also tidy the shop up, like why is the "done" button jsut betwen upgrades?
make it a proper "exit"/"go to next round" button in one of the corners, away from the upgrades.
Also make it more obvious where one must click to purchase an upgrade and, preferrably, put borders around the different upgrades.
sicne currently it looks more lik random text and images placed randomly.
The game needs to be balanced
the furthest i got was wave 7, and i like the game so far.
Gameplay: i like that the levels are randomized, but it leads to being occasionally either impossible or trivially easy. perhaps have a limit on how many of each enemy type, but randomize where and when they spawn? even so, when they spawn has a big impact on difficulty as you can’t shoot them when they’re off screen. it’s also just a little weird that the only enemies that affect the player are the spiders, and the spiders also don’t affect the white duck. also, the fact that the spiders just stun you, and make you button mash to get out is a little lame imo. perhaps you could make all enemies affect the player in some way?
coins and hearts randomly dropping is just unfair; make it so that every enemy drops a coin, or that every 2 enemies you kill drop a coin, etc., and figure something out for hearts too, and adjust how long it takes for them to disappear and how expensive items are, and how much they heal, accordingly.
coins being pushed by the frog monsters can trivialize coin and heart collection, and can take away from the risk/reward fun of going for coins on the left side, making it so that enemies can block your aim to other enemies closer to the white duck. but it could also be an interesting strategical decision to leave frog monsters alive in order for them to deliver coins and hearts to you. i’m honestly not sure.
feels oddly fast paced. maybe make the levels wider and the enemies more sparce?
auto should be on by default and not something that you have to buy, the laser pointer is completely useless and should just be removed, tank duck seems well-balanced, mini duck is overpowered, fire rate is useful, but maybe a little too cheap on the second and third upgrades, dash is practically useless, shotgun is fun.
there’s a glitch where after you die, if you use the restart button or the quit button to restart the game, if you bought a tank duck, it becomes invisible and continues attacking, and you can keep buying tank ducks every playthrough, and after wave 1, there’s way more enemies.
Unimportant, minor things/polish: shotgun reloads while not equipped. not sure if this is intended or not, but i like it either way.
no cooldown on weapon switching feels slightly odd.
if you turn off the fps counter on the main menu, then die and go back to the main menu, the fps counter checkmark button is checked, but the fps counter isn’t there.
some of the animations are slightly janky, namely the fact that the white duck’s eyes disappear for 1 frame.
buff fish man occasionally obstructs a small part of the shop menu when swaying from side to side.
the score counter takes up the most space of any counter on the screen despite being the least important. high score menu could be fun though.
the health bar should probably be numbers instead of a bar, so that the player knows exactly how much health the white duck has.
restart button in the pause menu would be nice.
unclear for first time players that fire rate can be bought multiple times while everything else can’t.
it’s a little weird that getting tied up by a spider and coins and hearts persist between waves.
surprisingly annoyingly, the score counter touches the top of the screen. i’m honestly not sure why that bothers me so much lol.
the bullet hitting enemy sound effect increases in volume if you hit two enemies at once. not sure if this is intentional.
tank duck sound effect continues after dying and going to main menu.
there’s no instructions/list of controls.
enemies should probably display their health.
i like the cheat codes as a concept. maybe they could be a reward for beating certain waves?
P.S. this game is pretty fun, and it has lots of potential. i’m excited to see how it continues (if you want to keep working on it, no pressure). hope this helps, and have a nice day! <3
Wow, this is a lot of great feedback. I'll definitely start working on bettering the game with your feedback in mind, thank you.
you’re welcome, and thanks for reading my massive comment lol. have fun (: