Very smooth! I could see gameplay being very entertaining. Game is comical and fun while still be serious enough that I can see actual competative aspects. Great Job!
Love the game so far! Been following the development on YouTube for quite a while and it feels great to finally play the game a bit. One minor bug that I haven't really seen mentioned by others is that when you ADS and drop a gun and then let go of the right mouse button, you will be locked in ADS with all the other guns you pick up after until you press the right mouse button again. Nothing big effecting gameplay, but I thought it might've been worth mentioning. Other than that, it's amazing. Keep up the good work!
1) The glock is a bit too strong with its ability to two tap from any range, the only balancing lever currently is the lack of ammo in each mag, however the glock has a pretty fast reload speed.
2) The glock recoil brings the gun down instead of up, I'm not sure if this is an intentional feature or a bug.
3) The firerate of the glock can be heavily increased by increasing click speed, most noticeable when using an auto clicker.
4) You can swap to another gun after firing, leading to little dps loss, while effectively doubling of ammo, easily done by quickly clicking 1 and 2 while firing.
5) You can swap between 5 guns, essentially quintupling the ammo, you can set up a macro that quickly presses 1,2,3,4,5.
6) The guns automatically reload after running out of ammo, so long as the animation starts, the guns will continue to reload themselves while you swap to another weapon
7) Combining 3), 5), and 6) you can have a 50 bullet glock that two taps from any range that benefits from reload animation cancel.
8) I would like to see bullets travel faster because the game will have a focus on running and gunning. Currently I feel the bullets are a bit too slow, and will reward leading shots and shooting ahead of the enemy as opposed to aiming directly on target.
9) I think the jar is an interesting weapon, I think that the green puff of smoke does not properly communicate it's effective splash damage range.
10) the jar does not deal damage to the user, very effective at melee range and indoors when thrown directly at one's feet, if melee weapons are added, the jar can be a very strong counter
11) if a weapon is close enough to a wall, you can pick it up through the wall
12) There is an enemy and at least one weapon on the roof of the buildings, perhaps it is an issue with communication or a skill issue, but I could not figure out if it was possible to get atop the buildings.
13) when dropping a weapon, the HUD will still display the ammo of the previous weapon despite no weapon in the slot.
14) You deal damage when shooting the ponytail
15) Pistols often clip through the ground when thrown
16) The cash out zone has a very large open area that spans across the entire map.
17) All areas of the body take the same amount of damage, because of upwards recoil and pretty forgiving hitboxes, one is rewarded for spraying at legs.
18) It would be interesting to see more weapon variety in the full game, 2/4 guns are ARs, it would be interesting to see a suppressed weapon.
19) The AKM has a weird recoil pattern when hip firing, going straight up after the 1st shot and going down after the 4th shot. I think this kind of spray pattern would make more sense if the AK were a one tap to the head like in CS, rewarding first shot accuracy over spraying
20) The AKM has a different recoil pattern when ADS, just going straight up.
21) The shotgun really screws with your crosshair placement, while other guns like the M4 will place your crosshair slightly below where the last bullet hits, the shotgun resets your crosshair very low to the ground.
22) The shotgun also goes down when hip fired and up when ADS
23) The pistol goes down when hip fired and up when ADS
24) I haven't noticed any downside to ADS, most games will reduce movement speed to dissuade ADS, but there seems to be no noticeable penalty in this demo.
I was pleasantly surprised by the gameplay, although I did come across a few minor bugs during my playthrough. For example, I noticed that picking up guns through walls was possible, and that there was an issue with gun reloading when swapping weapons. However, these issues have already been identified and listed in other comments, so I'm confident that they will be addressed in future updates.
Despite these minor hiccups, the overall gameplay felt smooth and enjoyable, especially for a single player game. However, considering that this is a multiplayer game, I can see how some of the gameplay mechanics might become frustrating. For instance, the lack of damage fall off means that shotguns can deal devastating damage from a considerable distance, and the pistol seems to outperform assault rifles in terms of damage and fire rate. It would be great to see some balancing adjustments, particularly with the pistol, to ensure a more diverse range of viable options in different combat scenarios.
Another aspect that could use some improvement is the clarity of the jar grenade's damage zone. It was difficult to gauge its actual range based on the limited splash effect it showed, as it seemed to have a much greater impact than it initially appeared. Additionally, I did notice that the shooting mechanics felt a bit stiff, but I understand that you have plans to add leaning and other features to address this.
One small concern I have is that the game seems to be pulling in both fast-paced and tactical elements, which could potentially lead to conflicting gameplay styles. It might be worth considering whether the game should lean more towards one direction or the other to ensure a cohesive experience.
Despite these areas for improvement, I believe that the game has a strong foundation to build upon. You should be proud of what you have created so far, and I am excited to see how the game evolves in the future. Keep up the great work!
Found a minor bug with the gun positions, if you reload and drop the weapon during the reloading animation. picking up a weapon will position the gun at the player's feet, or at the very least at the very bottom of the camera. It fixes itself after reloading again though
guns feel extremely lifeless which makes sense because its a demo.
My tiny brain needs its tiny neurons activated from sliding a fov slider to the max.
Idk if its intentional but the fact that I can look at a wall and do a super jump to then 360 no scope a bean (pl_beanmode 1) with a shotgun is quite fun, please leave in.
Both ARs seem to have purely vertical recoil I would add some horizontal recoil as well. Shotgun has the same shotpattern with every shot, not saying you can't do that but then I would make the pattern symetrical around the vertical axis.
The style is very nice, I love the aesthetic. however the biggest I found is that the current ammo is not stored in the dropped item, meaning with the double barrel shotgun you can shoot, throw, pickup and shoot again instantly, The weapons feel nice and arcade, wich I like alot, another issue is that when strafing left, you drop your item, because A & Q drop the item for me.
the game looks like its going to be really fun on full release, but for now, from what i see, the weapons feel really great and balanced (maybe the shotgun might be op when fighting other players). The enemy flying backwards bug is really funny but on the full game would be better to add ragdolls. Graphics are amazing and unique (Tip, you can add a perlin noise as a normal map on the floor to make it look 3d, on godot 4). Was great seeing the game getting bigger and bigger, i hope you can continue developing
You probably already know, but you can get a faster, almost instant reload if you drop your weapon and quickly take it back. Also if you drop your it while reloading the animation will freeze. Those aren't probably your priorities right now, but it was still worth mentioning just in case. Last but not least, i think that aiming shouldn't lower recoil.
Just tested this. Seems to run fine on my mac. Godot is supposed to support M1 but I honestly don't know anything about developing for mac so I can't say for sure. If I find anything I'll make an update
You need to sign the app with an Apple developer account (which costs a $100/year) for it to run on other peoples devices. You know, just the apple way of doing things.
There is a workaround tough, open the terminal and type xattr -cr {path to the app}, and it will bypass the “protection”. The next time you try to open the app it should work.
no, this occurs when you build for apple without being on an apple device, its really weird but we cant do anything about it. the only solution is to build it on macos
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Cool, seems like a solid base!
absolutely awesome game, i must say i had fun messing around with all of the weapons, and the piss jar. cant wait for the finished version!
Very smooth! I could see gameplay being very entertaining. Game is comical and fun while still be serious enough that I can see actual competative aspects. Great Job!
Love the game so far! Been following the development on YouTube for quite a while and it feels great to finally play the game a bit. One minor bug that I haven't really seen mentioned by others is that when you ADS and drop a gun and then let go of the right mouse button, you will be locked in ADS with all the other guns you pick up after until you press the right mouse button again. Nothing big effecting gameplay, but I thought it might've been worth mentioning. Other than that, it's amazing. Keep up the good work!
Interesting things and my thoughts on the demo:
1) The glock is a bit too strong with its ability to two tap from any range, the only balancing lever currently is the lack of ammo in each mag, however the glock has a pretty fast reload speed.
2) The glock recoil brings the gun down instead of up, I'm not sure if this is an intentional feature or a bug.
3) The firerate of the glock can be heavily increased by increasing click speed, most noticeable when using an auto clicker.
4) You can swap to another gun after firing, leading to little dps loss, while effectively doubling of ammo, easily done by quickly clicking 1 and 2 while firing.
5) You can swap between 5 guns, essentially quintupling the ammo, you can set up a macro that quickly presses 1,2,3,4,5.
6) The guns automatically reload after running out of ammo, so long as the animation starts, the guns will continue to reload themselves while you swap to another weapon
7) Combining 3), 5), and 6) you can have a 50 bullet glock that two taps from any range that benefits from reload animation cancel.
8) I would like to see bullets travel faster because the game will have a focus on running and gunning. Currently I feel the bullets are a bit too slow, and will reward leading shots and shooting ahead of the enemy as opposed to aiming directly on target.
9) I think the jar is an interesting weapon, I think that the green puff of smoke does not properly communicate it's effective splash damage range.
10) the jar does not deal damage to the user, very effective at melee range and indoors when thrown directly at one's feet, if melee weapons are added, the jar can be a very strong counter
11) if a weapon is close enough to a wall, you can pick it up through the wall
12) There is an enemy and at least one weapon on the roof of the buildings, perhaps it is an issue with communication or a skill issue, but I could not figure out if it was possible to get atop the buildings.
13) when dropping a weapon, the HUD will still display the ammo of the previous weapon despite no weapon in the slot.
14) You deal damage when shooting the ponytail
15) Pistols often clip through the ground when thrown
16) The cash out zone has a very large open area that spans across the entire map.
17) All areas of the body take the same amount of damage, because of upwards recoil and pretty forgiving hitboxes, one is rewarded for spraying at legs.
18) It would be interesting to see more weapon variety in the full game, 2/4 guns are ARs, it would be interesting to see a suppressed weapon.
19) The AKM has a weird recoil pattern when hip firing, going straight up after the 1st shot and going down after the 4th shot. I think this kind of spray pattern would make more sense if the AK were a one tap to the head like in CS, rewarding first shot accuracy over spraying
20) The AKM has a different recoil pattern when ADS, just going straight up.
21) The shotgun really screws with your crosshair placement, while other guns like the M4 will place your crosshair slightly below where the last bullet hits, the shotgun resets your crosshair very low to the ground.
22) The shotgun also goes down when hip fired and up when ADS
23) The pistol goes down when hip fired and up when ADS
24) I haven't noticed any downside to ADS, most games will reduce movement speed to dissuade ADS, but there seems to be no noticeable penalty in this demo.
Thank you for this detailed report. I wouldn't have found even half of these on my own
hello garbage, I was inspired by you to download Godot and I made a game, I was wondering if you would try it and give me tips for my next one. https://legocoder123.itch.io/legend-of-zelda-breath-of-stinky-garbage-1st-build
I was pleasantly surprised by the gameplay, although I did come across a few minor bugs during my playthrough. For example, I noticed that picking up guns through walls was possible, and that there was an issue with gun reloading when swapping weapons. However, these issues have already been identified and listed in other comments, so I'm confident that they will be addressed in future updates.
Despite these minor hiccups, the overall gameplay felt smooth and enjoyable, especially for a single player game. However, considering that this is a multiplayer game, I can see how some of the gameplay mechanics might become frustrating. For instance, the lack of damage fall off means that shotguns can deal devastating damage from a considerable distance, and the pistol seems to outperform assault rifles in terms of damage and fire rate. It would be great to see some balancing adjustments, particularly with the pistol, to ensure a more diverse range of viable options in different combat scenarios.
Another aspect that could use some improvement is the clarity of the jar grenade's damage zone. It was difficult to gauge its actual range based on the limited splash effect it showed, as it seemed to have a much greater impact than it initially appeared. Additionally, I did notice that the shooting mechanics felt a bit stiff, but I understand that you have plans to add leaning and other features to address this.
One small concern I have is that the game seems to be pulling in both fast-paced and tactical elements, which could potentially lead to conflicting gameplay styles. It might be worth considering whether the game should lean more towards one direction or the other to ensure a cohesive experience.
Despite these areas for improvement, I believe that the game has a strong foundation to build upon. You should be proud of what you have created so far, and I am excited to see how the game evolves in the future. Keep up the great work!
Found a minor bug with the gun positions, if you reload and drop the weapon during the reloading animation. picking up a weapon will position the gun at the player's feet, or at the very least at the very bottom of the camera. It fixes itself after reloading again though
its a bit good but the pistol should be re-balanced or re-textured (as a DMR or smin)
guns feel extremely lifeless which makes sense because its a demo.
My tiny brain needs its tiny neurons activated from sliding a fov slider to the max.
Idk if its intentional but the fact that I can look at a wall and do a super jump to then 360 no scope a bean (pl_beanmode 1) with a shotgun is quite fun, please leave in.
I love the art style
add sex
i think bhop is possible here lmao
Found a silly goofy little bug where you look up and keep shooting and your vision will be upside down after a while from the recoil XD
he should keep this
Like - thats what you get :D
Garbaj! I love your channel and godot devlogs, nice work!
I've been following the channel ever since development on the game had first begun.
Can't wait to play the demo!
Some observations:
Both ARs seem to have purely vertical recoil I would add some horizontal recoil as well.
Shotgun has the same shotpattern with every shot, not saying you can't do that but then I would make the pattern symetrical around the vertical axis.
Sprinting could add more movement options.
Truly one of the games of all time.
i wish you focused more on the weapon upgrading but its pretty good, also make the menu ui larger
and make it where you can actually tell what your mouse is on
A nice, small little tech demo. Nothing more than you'd expect. Haven't found any tech or anything, but still fun to mess around with.
also pl_beanmode 1 is amazing, thanks
I really wish you'd have focused more on adding the weapon upgrade system instead of a bunch of weapons xd
Awesome! Gets even better when typing pl_beanmode 1 into the console :)
Very cool Level design.
Win issues:
-Credits Toggle
-Weapons sometimes disappear or fall through the floor
-Z fighting
How to aim down sights on the explosive jar:
1. Pick up any gun
2. Hold down ADS
3. Press Q to drop the gun whilst ADS
4. Pick up jar
5. Profit
love the art style of the game
Sorry Garbaj, would love to play the game but the file doesn't work on Mac OS.
The style is very nice, I love the aesthetic. however the biggest I found is that the current ammo is not stored in the dropped item, meaning with the double barrel shotgun you can shoot, throw, pickup and shoot again instantly, The weapons feel nice and arcade, wich I like alot, another issue is that when strafing left, you drop your item, because A & Q drop the item for me.
the game looks like its going to be really fun on full release, but for now, from what i see, the weapons feel really great and balanced (maybe the shotgun might be op when fighting other players).
The enemy flying backwards bug is really funny but on the full game would be better to add ragdolls.
Graphics are amazing and unique (Tip, you can add a perlin noise as a normal map on the floor to make it look 3d, on godot 4).
Was great seeing the game getting bigger and bigger, i hope you can continue developing
You might already know this and it might not be your top priority but when you look down you shoot your own body and you can't shoot the ground.
A buggy fps prototype - nothing more, nothing less
You probably already know, but you can get a faster, almost instant reload if you drop your weapon and quickly take it back.
Also if you drop your it while reloading the animation will freeze.
Those aren't probably your priorities right now, but it was still worth mentioning just in case.
Last but not least, i think that aiming shouldn't lower recoil.
Rip CS2
the macos file doesnt work
I have intel and still doesn't work :(
Just tested this. Seems to run fine on my mac. Godot is supposed to support M1 but I honestly don't know anything about developing for mac so I can't say for sure. If I find anything I'll make an update
said that "file is damaged"
idk if this has anything to do with it, but im on macOS 10.14.6 and it says its damaged and doesnt run for me
You need to sign the app with an Apple developer account (which costs a $100/year) for it to run on other peoples devices. You know, just the apple way of doing things.
There is a workaround tough, open the terminal and type
xattr -cr {path to the app}
, and it will bypass the “protection”. The next time you try to open the app it should work.no, this occurs when you build for apple without being on an apple device, its really weird but we cant do anything about it. the only solution is to build it on macos
POG
It's here bois!!!
This game would really benefits from a Bhop system and a faster walk speed
plus speed strafing
millions must play, billions even
Yooo lets goo
yo
bootylicious
i saw the yt vid before everyone else :O
yo garbaj