The player controller keeps your current moving velocity whenever you leave the ground, and this makes platforming difficult if you make a slight input in the wrong direction just before jumping (which happened a lot for me). Being able to input direction in mid-air would help a lot.
The player speed is calibrated just right considering the size of the environment, but the acceleration could be a bit quicker. It takes half a second to go from standing still to full sprint, which feels a little laggy.
Outside of that, I was quite lost in the balcony section because it takes a bit to jump onto the railing. The capsule collider caused me to slide off an edge if I didn't land with more than half my character, which led me to believe I wasn't supposed to cross the balconies at all.
I would think about changing the collider to a cylinder instead, which has a flat bottom instead of the capsule's rounded edge. But, cylinder colliders can cause issues like getting stuck on walls if you're not careful, so I say use your best judgement.
Another way to improve the balcony section is to change the chair collision shape to a ramp. This would actually compliment the capsule collider you have now, while the cylinder collider might have some collision trouble.
Lastly, the jump reaches the right feeling height, but the gravity is very heavy and interrupts the arc which makes the jump feel unnatural. I don't have as much experience programming jumping, so I can't speak much to it, only that it doesn't feel as reliable as it should be.
All in all, I think you guys actually did a decent job. These are just some of my nitpicks.
Thanks for your critique, tumbleweed. We'll be doing a post-jam update soon, so we'll try to cover some of these issues. If we don't get time to look at everything, we'll just keep these points in mind for the next time we make an FPS game.
Yet again, thank you. You raised a lot of good points that nobody else has raised yet.
Great atmosphere and graphics! I'm not sure if I'm doing something wrong, though, but the E interact button doesn't seem to do anything and I got stuck :( I could only go into the room where the door's already open.
Thank you for the kind words! Not every door in Chirophobia is interactable. You never need to open any doors in a level to progress. Only the door at the very end of a level can be interacted with, and they should be pretty obvious to tell apart from the static doors. Everywhere you need to go is already open for you. If you're stuck maybe you missed something in the environment?
Hope you're willing to give it another try, and I hope you're able to find where you need to go! :)
(hint: platform on the balconies up to the rooftop, then find the scaffolding)
Great! If you need anymore help at any point, we have a walkthrough on our channel. I wouldn't recommend watching it before playing, but I would recommend skimmining through it if at any point you get stuck again. If we ever do a post-jam update, we'll try to make the level design more clear!
Overall? Enjoyable, but I had the music cut out at one point, the enemies were too tough, a buch of dogs? could camp you at your respawn point and at the first rooftop you can walk on the litte outcrop to the right instead of the long way, not sure if it's intended.
Ah! Thank you so much for playing! You played the Old Version however :(. We spent the entirety of today overhauling the game completely. Please play the new version for the best experience! You uploaded this video 30 mins before the new version came out haha
Thank you so much for taking the time to record a video of it for YouTube however. Means a lot to us <3
Great game. I really liked the atmosphere, and the way you've made the CRT TV POV makes me giddy. Always loved games with this look.
A couple of issues I had that I feel could be changed to give the game a better feel as feedback:
Enemy health/damage: Their health was too high, and the damage they dealt was too static. They all dealt 20% damage and with the very limited health packs and ammo, I found myself dying too fast, or on purpose to regain ammo. Glad you had that many checkpoints, so it didn't feel like I was running that far every time. In addition, some feedback when dealing damage would be great. Just a little blood/goo-spray would be cool. Also the flying thing's projectiles were really hard to see, so making them glow a bit more would be great.
The audio: I'm sure you're aware of a couple of the glaring issues with this. I felt like I didn't always understand where monsters were coming from, and a lot of the time the audio was directly in my ear. On the very top of the roof, I was running around and just hearing super loud growling right next to my ears with nothing there. Otherwise I quite liked the ambiance, and especially the TV static. It added a lot. Sadly the Ambiance broke and stopped playing somewhere in the Office level besides the static.
Lastly, I think your game would benefit greatly from loading in parts. As in the room you're currently in is enabled, along with the ones connected to it. I felt the frames drop significantly while running around in the office area, which made it harder to aim and hit the smaller dog-abominations. Also, the few dead-ends you added didn't really add much, but I appreciate that you were probably planning more and didn't get time to add certain things. For example, this game with an inventory system like Resident Evil or Dead Space would be really cool if the game was longer.
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Neat jam game! A few bits of advice:
The player controller keeps your current moving velocity whenever you leave the ground, and this makes platforming difficult if you make a slight input in the wrong direction just before jumping (which happened a lot for me). Being able to input direction in mid-air would help a lot.
The player speed is calibrated just right considering the size of the environment, but the acceleration could be a bit quicker. It takes half a second to go from standing still to full sprint, which feels a little laggy.
Outside of that, I was quite lost in the balcony section because it takes a bit to jump onto the railing. The capsule collider caused me to slide off an edge if I didn't land with more than half my character, which led me to believe I wasn't supposed to cross the balconies at all.
I would think about changing the collider to a cylinder instead, which has a flat bottom instead of the capsule's rounded edge. But, cylinder colliders can cause issues like getting stuck on walls if you're not careful, so I say use your best judgement.
Another way to improve the balcony section is to change the chair collision shape to a ramp. This would actually compliment the capsule collider you have now, while the cylinder collider might have some collision trouble.
Lastly, the jump reaches the right feeling height, but the gravity is very heavy and interrupts the arc which makes the jump feel unnatural. I don't have as much experience programming jumping, so I can't speak much to it, only that it doesn't feel as reliable as it should be.
All in all, I think you guys actually did a decent job. These are just some of my nitpicks.
Keep it up! :)
Thanks for your critique, tumbleweed. We'll be doing a post-jam update soon, so we'll try to cover some of these issues. If we don't get time to look at everything, we'll just keep these points in mind for the next time we make an FPS game.
Yet again, thank you. You raised a lot of good points that nobody else has raised yet.
Great atmosphere and graphics! I'm not sure if I'm doing something wrong, though, but the E interact button doesn't seem to do anything and I got stuck :( I could only go into the room where the door's already open.
Thank you for the kind words! Not every door in Chirophobia is interactable. You never need to open any doors in a level to progress. Only the door at the very end of a level can be interacted with, and they should be pretty obvious to tell apart from the static doors. Everywhere you need to go is already open for you. If you're stuck maybe you missed something in the environment?
Hope you're willing to give it another try, and I hope you're able to find where you need to go! :)
(hint: platform on the balconies up to the rooftop, then find the scaffolding)
Ooh I see, I was so focused on the mysterious interact button that I didn't think of jumping :) I'm gonna give it another try, thanks!
Great! If you need anymore help at any point, we have a walkthrough on our channel. I wouldn't recommend watching it before playing, but I would recommend skimmining through it if at any point you get stuck again. If we ever do a post-jam update, we'll try to make the level design more clear!
ATTENTION: The game has been OVERHAULED completely as of today! To anybody who played the old version, please try the new version!
Thank you <3
Overall? Enjoyable, but I had the music cut out at one point, the enemies were too tough, a buch of dogs? could camp you at your respawn point and at the first rooftop you can walk on the litte outcrop to the right instead of the long way, not sure if it's intended.
Ah! Thank you so much for playing! You played the Old Version however :(. We spent the entirety of today overhauling the game completely. Please play the new version for the best experience! You uploaded this video 30 mins before the new version came out haha
Thank you so much for taking the time to record a video of it for YouTube however. Means a lot to us <3
Great game, I really liked HOW IT DIDNT WORK. IDK whats wrong. the guns was real scary. OBunga for president 2005
Please elaborate. What exactly didn't work?
Great game.
I really liked the atmosphere, and the way you've made the CRT TV POV makes me giddy. Always loved games with this look.
A couple of issues I had that I feel could be changed to give the game a better feel as feedback:
Enemy health/damage: Their health was too high, and the damage they dealt was too static. They all dealt 20% damage and with the very limited health packs and ammo, I found myself dying too fast, or on purpose to regain ammo. Glad you had that many checkpoints, so it didn't feel like I was running that far every time. In addition, some feedback when dealing damage would be great. Just a little blood/goo-spray would be cool. Also the flying thing's projectiles were really hard to see, so making them glow a bit more would be great.
The audio: I'm sure you're aware of a couple of the glaring issues with this. I felt like I didn't always understand where monsters were coming from, and a lot of the time the audio was directly in my ear. On the very top of the roof, I was running around and just hearing super loud growling right next to my ears with nothing there. Otherwise I quite liked the ambiance, and especially the TV static. It added a lot. Sadly the Ambiance broke and stopped playing somewhere in the Office level besides the static.
Lastly, I think your game would benefit greatly from loading in parts. As in the room you're currently in is enabled, along with the ones connected to it. I felt the frames drop significantly while running around in the office area, which made it harder to aim and hit the smaller dog-abominations. Also, the few dead-ends you added didn't really add much, but I appreciate that you were probably planning more and didn't get time to add certain things. For example, this game with an inventory system like Resident Evil or Dead Space would be really cool if the game was longer.
Again, great game! You should be proud. :)
Thank you for your constructive feedback, my friend. It's very valuable to us.
UPDATE: The game has been overhauled following this feedback!