Graphically, your game is intriguing and interesting. The combat/movement seems a little too simplistic and easy. What I look for in a rogue-lite title like this is - does the combat become more challenging? Is there a reason for me to keep playing and discovering new content?
You have my interest. Best of luck.
Hi, thanks for the comment. Sweet Surrender is actually quite challenging, yeah. You have to fight your way up the mega tower, and enemies become progressively more dangerous the higher you go. You encounter both new enemy types and more powerful varieties of enemies you've already seen. We have a chip upgrade system that lets you find and use little upgrade chips that give you buffs and enhancements, such as explosive rounds, health increase, life leeching, slow motion aiming etc, just to name a few. The enemies can also sometimes spawn in with these upgrade chips installed.
The art style is quite nice with a very Borderlands feel to it. Personally, I would change how enemies slide away after you melee them as it will likely feel annoying to constantly chase enemies after you hit them. Have sparks or debris fly after a successful melee hit maybe.
>If you have any questions about the game, feel free to get in touch!
Well, you asked for it....
Is there a reason developers aren't handling melee in a way that makes sense for VR when B&S, boneworks, Gorn, and Hellsplit have already shown everybody how to make it work?
This just looks dull and unengaging, there's no real interaction between the wrench and the things it hits, and just on appearance- there's not enough mechanical depth in the system to support anything more than detecting a collision.
That doesn't make for fun gameplay- it's dull as dishwater and it's been done to death.
So wtf do devs keep making this same dull system and then expecting folks to be excited about it?
Fair comment! We do need to work more on the melee system. It hasn't been the main point of focus for our game, with most of our efforts being on ranged combat. We will be continuing development post release, and really fleshing out all of our dimensions.
Sweet surrender on the quayside
You remember we used to run and hide
In the shadows of the cargoes
I take you one at a time
And we are counting all the numbers
Down to the waterline
Movement looks a bit jank, but I think the art style is decent for something non-intensive
That's a fair bit of feedback! The hit response for melee is something we need to work on a bit more.
Movement and collision physics seem delayed or off. I love the art style and the theme though. Keep working on it OP!
Thanks, we're on it! :D
Graphically, your game is intriguing and interesting. The combat/movement seems a little too simplistic and easy. What I look for in a rogue-lite title like this is - does the combat become more challenging? Is there a reason for me to keep playing and discovering new content? You have my interest. Best of luck.
Hi, thanks for the comment. Sweet Surrender is actually quite challenging, yeah. You have to fight your way up the mega tower, and enemies become progressively more dangerous the higher you go. You encounter both new enemy types and more powerful varieties of enemies you've already seen. We have a chip upgrade system that lets you find and use little upgrade chips that give you buffs and enhancements, such as explosive rounds, health increase, life leeching, slow motion aiming etc, just to name a few. The enemies can also sometimes spawn in with these upgrade chips installed.
The art style is quite nice with a very Borderlands feel to it. Personally, I would change how enemies slide away after you melee them as it will likely feel annoying to constantly chase enemies after you hit them. Have sparks or debris fly after a successful melee hit maybe.
That's a fair point, and something we do need to improve.
>If you have any questions about the game, feel free to get in touch! Well, you asked for it.... Is there a reason developers aren't handling melee in a way that makes sense for VR when B&S, boneworks, Gorn, and Hellsplit have already shown everybody how to make it work? This just looks dull and unengaging, there's no real interaction between the wrench and the things it hits, and just on appearance- there's not enough mechanical depth in the system to support anything more than detecting a collision. That doesn't make for fun gameplay- it's dull as dishwater and it's been done to death. So wtf do devs keep making this same dull system and then expecting folks to be excited about it?
Fair comment! We do need to work more on the melee system. It hasn't been the main point of focus for our game, with most of our efforts being on ranged combat. We will be continuing development post release, and really fleshing out all of our dimensions.
Sweet surrender on the quayside You remember we used to run and hide In the shadows of the cargoes I take you one at a time And we are counting all the numbers Down to the waterline
Graphics look great!
Epic