I didn't had the time to test it out, so I will redownload the version.
"Appoligies accepted" not that is matters though, but everyone
dev creatore makes mistakes or have oversights, can happen everyone.
MV - ⚙️ Mech Gears ⚙️ v0.18.4 Demo
● ARCHIVED · READ-ONLY
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I found some issues, 9 with screenshots.
and continue when I'm able to in normal mode.
some arent fixed yet, some are, I see some nice changes and I like them.
so I hope those can help you fix them, txt file is attached along with the
images that match the description. -
Thanks for the report, to be honest im glad they're mostly visual errors as this patch had a lot of softlocking errors i had to correct, i'll work on fixing these and hopefully thats all there is to fix so i can focus on the "full game" for 2023.
Now adressing your issues:
1-will fix typos thx
2- will enable the minimap on the attack prompt so people can see the loot boxes better, thanks!
3-i left the door half open as its supposed to be blocked by rocks on the other side but it can lead to confusion i guess, ill adjust the dialogue or close it.
4- i used a collision extender here but the icon only affects the original event it seems :kaoswt:
5-the top part here is supposed to be on the foreground and stacking at wall height, i still left the wall semi transparent to let the player see and didnt add the whole box/stack clutter to not impair player vision, it could lead to confusion i see but it was intended as that :kaoswt2:
6-gonna look into that and properly align the parallax, thanks!
7-Engine issue, why this hidden enemy pops into existence still confuses me (reported to the engine dev)
8-you can only jump vertically in some places but i cant hide the interaction icons when looking from that side, i might make it a L shaped jump OR put a table on that side too, will look into that.
9- will adjust the tileset on this, thanks!
Thanks a lot for these details @ShadowDragon if you bump into anything else please let me know :kaoluv: -
6 issues (removed 2) as I think why the hud/dead hud is showing.
as Nolan has a plugin (N_HideIdleMouse) to remove teh mouse on
the active window, which causes the HUD to show, hence the specific
HUDS.
However, I attached teh zip with txt file for you again.
Happy 2023 (and everyone reading this and playing this game) -
last 2 issues I found on mission compleeted on the extraction point.
small issues
while I beat the game, I didn't found any more issues in the sewer (as I took left road)
and not the right path if it was working as well for enemies.
but nice ending though. -
Major Changes:
- Armored enemies fix: they will no longer crash the game, armored enemies are now inmune to normal firearm damage, shotguns will work normally and all firearm/melee skills will also bypass this immunity.
- Ally NPCS: ally npcs can fight now, they will follow the player and shoot enemies, they're inmmune to friendly fire from player's actions (area attacks and explosives) and can be interacted to move through them to avoid being stuck, they can die, non named characters cannot be revived.
Minor Changes:
- New title screen, with a special clickable image for the discord server of the project.
- Keyboard config for all useable keys [except skills] these will remain on the numeric keys.
- Revamped UI colors and theme, inventory icons, "interact" icons.
- Added ladder climbing animation.
- Light, shading and other visual consistency updates.
- New tiles.
- Boss exploit fixes.
- Mapping fixes.
- Enemy damage tweaks.
- Cigarrettes are now a timed buff that will regain 50% FP during 5s while draning LIFE
- Added Animations for all Firearm-exclusive skills.
- New Sub-weapon: Twin Karambit
This sub weapon will add 2 new melee skills
New ultimate move:
New shotgun skill:
All this will be added on the next playable patch version v.0.14.4 -
nice, but friendly fire should be on if you do "normal" or "hard mode".
and easy mode, allow friendly fire :)
so its a bit more dynamic as in RL, you dont have friendly fire too ^^
will test it when I got time to report your broken game :D I mean bugs! -
Been testing and the multipliers for AOE effects with friendly fire turned on and, well, you either destroy everything including allies or be afraid to use the full kit as you could kill your friendlies so i went the way most FPS do it, as leaving the FF on hinders the intended experience of having npcs help out, i might add an option for hard mode in the future :kaoswt2:
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New banners, images and in game footage for this post and the itch page, for consistency and preparation for the new patch release (first post was updated with all the new visuals, check it out!). -
⚙Notable changes:
Previous versions always had this demand/suggestion which wasnt possible at the time, the biggest change of this version is the possibility of playing entirely with mouse and keyboard setup.
And of course the armored enemies freeze bug is fixed so now the demo shouldnt have any more unplayable breaking bugs!
Have fun! -
I know this thread is a bit old, but I figured feedback might still be helpful.
Spoiler-I really liked the art and vibe of the game. Reminds me of some of the old flash games I used to play.
-The hexagonal transitions were really cool as well
-While the font was definitely fitting, it was pretty hard to read. I had to squint a few times to read the dialogue.
-The game threw an error the first time I opened it. I didn't take a screenshot at the time, but pressing f5 to restart fixed it.
-My biggest gripe with the game is the control scheme. I had so much trouble remembering what did what. The addition of the MMO style hotkeys didn't help. I felt like I was always fighting the keyboard when in combat.
-The tutorials felt like too much information dumped all at once (Ie, the controls graphic was a bit too overwhelming) or not enough info stretched out. Like just saying you wanted to see the movement controls locked you in an animation where you walked in all 4 directions. It felt really excessive.
-The combat is okay, if a bit clunky. Using the gun felt a bit better, but the ammo was limited so I tried to avoid combat as much as I could.
-I like all the little sprite animations. You don't often see that
-I'm a little confused as to how the ammo system works. Maybe make it a little easier to understand?
-The music when you fought the three zombies in the grocery store was bagin'. In general I liked the music
-The phone menu didn't work really well with a mouse, which you kind of have to use for the other menus.
-I would suggest removing/tweaking the system that prevents you from entering buildings when in combat. I get why it's there, but sometimes there's just some random dumbass in the far corner who the game thinks you're fighting.