jonathang wrote:I reviewed your game in steam under the name DeltaLeeds. Hopefully other people will play it then, I'll also play it some more now that it's fully released! I'll give feedback whenever necessary. Again, awesome job for releasing a gE game on steam Ziv.
Thanks a lot Jonathang. I definitely appreciate your constructive feedback.
The game now includes that pause mode, so that should help the interface a little, among some other adjustments and updates. There are still things I discover that could be improved along the way, since there are thousands of variables that can occur based on different situations in any game.
However things turn out in the end, it will be a valuable experience to learn from and improve.
EDIT: So week 1 has almost passed since it was released onto Steam. It's earning decent sales, though I need to do more marketing even though I tried letting gamers know about the game since I first began working on it through indiedb, gamejolt, youtube, etc. The constructive reviews are helpful, and with them I've added the following updates so far:
UPDATE 1: Feb 17, 2017 to City of Rott: Streets of Rott game on Steam.
The first update was to improve the hit detection for enemies hurting the player, while also adding some other minor improvements.
The second update I'm about to activate soon, will be to improve hit detection of the player hitting the enemies. It's more precise now, requiring the player to be more aligned to hit the enemy. It also will include a new rotating mini orb weapon, like an option that rotates around the player, hurting nearby enemies.
I would like to add controller support, but am having technical issues with my OS recognizing a PS3 original controller and 360 3rd party controller. It says connected, but no response in game editor. Only when I use a controller keyboard key remapping software, does it respond perfectly, but I'm guessing most gamers don't use those tools for their controllers and rather have it automatic.
UPDATE 2: February 19, 2017: Size 520 MB, automatically overwrites prior game file.
+Adjusted Collision Detection of enemies being hurt by player, requiring more precision when lining up attacks.
+Added new Orbitor Weapon option. You can have 1 or more orbitors rotating around the player for multi hit destruction.
+Bullets now much more effective when hitting foreground overlapping enemies while also going past barrels and boxes.
+Other minor adjustments and fixes.
The bullet particle actors were tricky, but were resolved by switching parent actors for the bullet, so when it repeated ON & passed over a box Collision Event, it became parented to a foreground object (offscreen) so it could pass over the box instead of behind it by default, and then they would exit passed with a collision finish event added to return the bullet actor to No Parent, thus allowing it to affect the monsters individually again. Until I did that, the bullet would pass over the box, but then miss the monster completely since it was still parented to the foreground object offscreen. After I added the collision finish, it helped solve the problem.