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[Solved] Beta feedback - June 8 version

Dead Body Abode
(@dead-body-abode)
Active Member

Okay, tried the latest version available to me today. Here are my thoughts on the latest version.

Good:

+ The submachine gun is way better than the cruddy shotgun from before, big improvement and feels good to use. Love the piercing effect that works... sometimes?

+ The bug that stopped me from going into the forest appears fixed as well

+ Unsure if just me but zombie aggression range appears to have been lowered and is not as annoying as before but still feels too high

Bad:

- Day/Night cycle is way too fast and should either be locked at a certain time during the prologue/tutorial or slowed wayyyyy down. Intro is hard enough without worrying about being able to see

- Pistol damage feels too low. It's necessary to reload in order to take down a zombie so unless you've given it a wide-berth (good luck at that by the way) you're guaranteed to take a hit or two during the reload

- Because Zombies are too fast, and because of the input delay in turning and firing a weapon, unless you've got enough room, turning around and actually firing a gun without taking any damage only works under very specific circumstances

- Zombies are too fast and match player movement speed 1:1 when chasing the player so good luck outrunning them with perfect AI pathing to you as well

- Because Zombies are too fast, and because of the input delay in turning and firing a weapon, unless you've got enough room, turning around and actually firing a gun without taking any damage only works under very specific circumstances

- Random zombie patrol pathing/routing are still ridiculous and lead to situations where you're swarmed without a fair chance to avoid it

- This is combined with goofy situations where your NPC partner is waiting to talk to you... while in a horde of zombies that just ignore her

- Combine this with one on one fights with zombies being survivable if you've given yourself room and only aggro'd one at a time. Two on one fights are almost impossible if you've gotten surrounded through no fault of your own.

- And combine this with situations where the zombie pathing during a conversation continues unabated. For example, when I got to the forest path and had the little chat with my partner, the entire time a zombie was casually walking right toward me and I had to leave the conversation hanging in the text box and wait for it to turn around or walk away and when I did think I was safe another one went hypermode and chased me so I fled to the previous screen thinking I was smart and I could "reset" them. When I came back there were two zombies, in the dark, game over.

Bug:

* The bridge conversation still refers to the gun you pick up as a shotgun instead of an SMG

---

Game looks incredible and has tons of potential but the introduction so far is so frustrating and difficult that it's making it really hard to let this thing shine. Potential solutions could be to gate off more of the zombies behind objects and only have certain ones that make sense for the player to interact with patrolling. Especially during the "follow me" part at the beginning. Have the zombies on the path not aggro unless the player runs right up to them looking for trouble.

The bridge scene should be a fun showcase of the SMG but because the zombies are all over the place on a wide plane, it's frustrating and requires you lining up shots in an annoying way. Maybe create more funnels or stationary targets that are obviously in the player's way rather than rely on the random pathing?

Similarly, the forest path is a mess with the random zombie pathing. Definitely lock the patrols down or create natural barriers for the players to get around.

All this might be mitigated by reducing the zombie move speed too, but unsure.

Keep up the good work!

This topic was modified 7 months ago by Dead Body Abode
Topic starter Posted : 09/06/2021 3:41 pm
Dungeonmind
(@admin)
Member Admin
Posted by: @dead-body-abode

- Day/Night cycle is way too fast and should either be locked at a certain time during the prologue/tutorial or slowed wayyyyy down. Intro is hard enough without worrying about being able to see

1. Hello and thank you for your continuous feedback. It helps me make a better game for everyone. I have doubled the time it takes for different times of day to occur. This should fix this, (hopefully for you.)

Posted by: @dead-body-abode

Pistol damage feels too low. It's necessary to reload in order to take down a zombie so unless you've given it a wide-berth (good luck at that by the way) you're guaranteed to take a hit or two during the reload

2. I will now change zombie sight to 5/5 for everything. This should be available next update either today or tomorrow.

Posted by: @dead-body-abode

- Zombies are too fast and match player movement speed 1:1 when chasing the player so good luck outrunning them with perfect AI pathing to you as well

3. It isn't perfect A.I pathing, I can tell you that. Perfect A.I pathing is almost impossible. I think cutting down the sight to 5/5 might help alleviate this too.

Posted by: @dead-body-abode

- Because Zombies are too fast, and because of the input delay in turning and firing a weapon, unless you've got enough room, turning around and actually firing a gun without taking any damage only works under very specific circumstances

4. Yes I can agree it is hard to turn around and you may take damage. However, there is a game mechanic which allows the player to shoot in one direction of choice on command while moving around on the map. This makes it quite easy actually but its probably cause you didn't read those tutorials dumps which I am in the process of getting rid of. Either in this update or the next I will implement a tutorial that attempts to show you this advanced combat

Posted by: @dead-body-abode

Random zombie patrol pathing/routing are still ridiculous and lead to situations where you're swarmed without a fair chance to avoid it

5. See number 2 please.

Posted by: @dead-body-abode

And combine this with situations where the zombie pathing during a conversation continues unabated. For example, when I got to the forest path and had the little chat with my partner, the entire time a zombie was casually walking right toward me and I had to leave the conversation hanging in the text box and wait for it to turn around or walk away and when I did think I was safe another one went hypermode and chased me so I fled to the previous screen thinking I was smart and I could "reset" them. When I came back there were two zombies, in the dark, game over.

6. For this I would suggest walking through the trees if you absolutely get swarmed because you literally can walk anywhere you want without limitations besides the sides of the map. Also I hope that changing their sight to just 5/5 might also help with this. Thanks for your feedback.

Posted by: @dead-body-abode

* The bridge conversation still refers to the gun you pick up as a shotgun instead of an SMG

7. This should now be fixed in the next update.

Posted by: @dead-body-abode

Game looks incredible and has tons of potential but the introduction so far is so frustrating and difficult that it's making it really hard to let this thing shine. Potential solutions could be to gate off more of the zombies behind objects and only have certain ones that make sense for the player to interact with patrolling. Especially during the "follow me" part at the beginning. Have the zombies on the path not aggro unless the player runs right up to them looking for trouble.

8. I will make an attempt at making this better for you. Should be available next update you can go to the related boards it will tell you if I have done this update yet. Thank you.

Posted by: @dead-body-abode

Similarly, the forest path is a mess with the random zombie pathing. Definitely lock the patrols down or create natural barriers for the players to get around.

9. This also sounds like it may be related to enemy sight. Please try again with the new settings this next update. (coming very soon.)

Posted by: @dead-body-abode

All this might be mitigated by reducing the zombie move speed too, but unsure.

Keep up the good work!

 

Thank you so much for helping to make Corpse Mansion a better game. I value your feedback and I hope I can address your concerns for you.

 

This post was modified 7 months ago by Dungeonmind
Posted : 10/06/2021 1:03 pm
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