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Random Scuffed Games #183

https://twitch.tv/DitoMido


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Vorgeschlagen von: DitoMido


Storm Breaker ist ein wirklich hübsches Spiel. Es läuft flüssig, ist selbsterklärend und die Bullettime macht es ncohmal "einfacher" je nach Bedarf die Verkettungen der Fähigkeiten zu verknüpfen. Es gibt collectibles die sich gut integrieren bzw. es lohnenswert machen sich mal etwas genauer umzugucken und zu lauschen. Alles in allem eine schöne kurze Erfahrung von etwa 20-30 Minuten .


Rating:

Dito: 4.2/5

Chat: 3.6/5

Gesamt: 3.9/5

Heyope, played your game a week ago.
First off congrats on the finished project of course. Though I've also got some detailed thoughts here:


Gameplay

I think the jump is a bit off a miss. It feels VERY floaty, but I can't exactly say why. I myself haven't worked particularly much with 3D Jumps so I can't give any direct advice.
I think maybe it's the amount of time you spend in the air or the high amount of air control you have. Maybe a bit of a harder fall could fix this. Butof course making the jump not floaty at all could feel pretty out of place.
Something with a bit of a Hover time at the jumps peak could work, giving the feel of a harder fall while maintaining a bit of floatiness (as far as I know this is also relatively common even if it doesn't feel like it).
Sadly the only pointers I can give to fantastic 3D Platformer jumps is A Hat in Time and Kirby and the Forgotten Land.

Shortly on the genereal movement: The Ground movement also feels floaty, but I got absolutely no clue why. Maybe the movement speed. Maybe the time you need to stop. Or the amount of time I played the game being low (26 min can be very little when getting used to a new character controller).

In contrast to the jump I think the shooting felt fantastic.
The slowdown in combination with the aimbot feels REALLY satisfying to use. I have nothing else to say on this because of how fantastically well this works.


Level design

Was a bit confused about the collectibles because I just wanted to test out if I can break one of those thingies. And indeed I could. But I think it complained how bad I was for everything so I guessed it was meant to be a one-off story moment.
A less annoyed dialogue by the first collectible as well as a more obvious animation would've been helpfull. Something like the jinjos in Banjo Kazooie, or just something that flies into the HUD that pops up showing you how many you collected (I completely missed the HUD popup at first).

In general the level design felt ok. Nothing particularly bad And nothing outstandingly good. The scripted Hazards were nice but also not perfectly timed, which is fine.

Lastly on the level design: The save system of those pillar-thingies works ridicolously well. I once went the main path instead of first trying out an optional path and I was really surprised hopw well the save-pillars worked with that.


Story

Why? Is? Nothing? Explained?
From what I can gather in the comments you have a more detailed story but didn't have the time to implement it. In that case I think you could've just written an abridged version of the story and show it to the player at the start. Something along the lines of:

"This is a story about a God furious about his passing into fantasy and being forgotten, thus wanting to destroy everything. So his wife says 'no, please don't' and his daughter shoots a big sphere."

The general storytelling also felt a little annoying. And I don't wanna complain about the voice actors and writers, but Liv was very annoying.
I am not really a fan of a player character monologing to themselves about the stuff I can see... I can already do that myself.
And I think Liv is a pretty good example of why I usually don't like this. She does very useless observations which are barely engaging as a listener, especially when it is reacting to thing I woulds like to react in the gameplay or the atmosphere. Like that "Oh that was close" when some rocks went flying by.

The other issue is how unengaging the monologues are. Which also has to be REALLY hard to do well. Because in gameplay you usually only have time for one-liners. Meaning you gotta throw out some singular line that is actually interesting and that a multitude of times to build up a comprehensible character.
the only game series I know which actually manages to engage me in short dialogue-snippets is Touhou. And in thatcase it manages to do it because it has dedicated points in it's stages where you expect a piece of dialogue (not monologue like here), and the fact that it always either throws out a really fun joke or does some neat worldbuilding/characterbuilding.

NOW IN ABSOLUTE CONTRAST TO LIV
I REALLY LIKE THAT ANGRY GOD, WHATEVER HE'S CALLED , I REALLY LIKE HIM
The final act of the game in general felt really good in its combination of storytelling and atmosphere. It had a really cool dynamic of Liv, AngryGod, NotAngryGod doing lines in the chaotic atmosphere of the storm.
And especially the way the lines of the Angry god were delivered kinda makes me wanna replay that part.

In that last act the monologue/dialogue finally really felt like it had a story/atmosphere reason to exist. Unlike in the first part where it felt more like the character tried to take away thoughts I could've had.
With the collectibles being kind of story-relelevant I think you could've given Liv some lines as answer to the ghosts or have her monologue based on what a ghost said (Maybe she did and I completely forgot, if so sorry).


Graphics (nearly forgot this part):

The art design is definetly really good. I think it could've been placed a little better by giving the player a little more breathing space to look at things (there were a few but it didn't quite feel like the game really wanted me to jump on some nearby rocks to try get a better view of things in the distance).

On the VFX side of things I sadly don't remember it too well anymore, only that it had the kind of ok look to it I get from indie VFX that hasn't had the 3 year polish a full dev cycle brings with it.
I also don't remember it well enough to give any advice on how it could be improved, sry.


ANYWAYS, finishing this off:

Had a fun time with the game. Good job with it. And good luck for future projects, hope that my overly-long ramblings might help a little.

Hello! Dev Team member here! 

Thank you so much for taking the time to play our game and being exhaustive on your feedback, it means the world! 

The fact that you went into details for each field is valuable for each one of us (+ giving game references to illustrate your thoughts is really a nice touch). I think it will help us next time we want to try something similar. 

Glad you enjoy the game and Angorio~ (our Angry God)

No problem, I like games a lot, so playing one is an absolute blessing.

I also keep all my played games in a list and sometimes check up on devs that made games I enjoyed. I already have a tab open for omeyocan (which I believe you also worked on), just currently having an issue with playing through my itchio backlog. But I'll get to it, maybe even today.

Play Video

Thank you for playing our game ! 
Hope you enjoyed it ☺️

The Dev Team

(3 edits)

Not a bad 3D platformer.

Can you modify the game so the E button power is available only somewhere ?

I think being able to do it anywhere a bit ruins the gameplay.


And i think more frequent checkpoints (at places they aren't so) won't hurt.


Too bad the game is short, i coud've been 3 times, maybe 10 times longer, and i probably won't be dissaapointed.

Hello!

I'm one of the developers 👋 Thank you so much for playing our game and for your valuable feedback, it means a lot to us! 😊

Regarding your suggestion about the E button power, we considered restricting its availability to specific locations. However, we decided to allow its use anywhere to encourage exploration, especially with the soul hunts and Easter eggs hidden throughout the game.

As for the checkpoints, we aimed to make the game accessible to all players but especially for those experienced in platformers. We wanted to maintain a level of difficulty suitable for these players, which is why we spaced out the checkpoints as they are.

Finally, we're thrilled to hear you enjoyed the game and wished for more! We developed this game within a span of seven months with a team of 13 people, and we're glad to know it left you wanting more. 😁

Thank you again for playing and sharing your thoughts!

Best regards, 

Eugénie and the DevTeam

Very nice! I like the world design. Very vibrant. The end scene when you shoot the storm orb just goes into a black screen with a "BACK" button though. Is there supposed to come something there?  

Also liked the secret soul hunt. Although the story kinda confused me. I'm not sure wether Angorio is mad because you stole his followers or why it actually is happening. The wall paintings are not very clear on that. Just suddenly a conflict happens after two Gods building the world together? Also is Liv and Zephyr the same person?

Hello ! 

One of the developers here 😁 Thank you for playing our game and for your comment, it means a lot to have your feedback !

Regarding your first question, you are supposed to have the credits rolling but it might have been an issue with its loading … 

For the other questions, we had a more complex narration but it was hard to incorporate it and make it fully understandable during production, plus we had to scope it down in order to finish the game on time and the conflict’s explanation was impacted a bit … Also, Liv and Zephyr are two different entities 😊

Glad you enjoyed our game tho, thanks again for playing !

Such a cool game ! The team must have been full of cool peoples !

🧡✨