Had a lot of fun guys, really can feel the passion when playing the game. Writting so here of some of the bugs I have experienced, hope it helps the development:
1 "Stasis bug" The Ranged elite has a attack where he put you in stasis and then shoot you, if you do not get hit with the shoot and only the stasis (Like a wall or something blocks it) then you don't leave the stasis mode and can only move but not attack or shoot.
2 "Looking up means no energy refill" If you are looking up on to an enemy you locked on to but are on the ground you don't recharge your energy bar, I think it is due to the game thinking you are still hovering in the air due to your mechs feet not touching the ground if you angle the camera high enough.
That is the bugs I can replicate or at least are certain are bugs if nothing else.
A bit of what I enjoyed about the game and what I (Personally like/wish) like about the game:
I enjoy that the game reward skill, that you regain energy by perfect dodge or attacking the enemy. I like the fast paced aspect of it, it reminds me greatly of games like Armored Core or Mecha break.
Though, I wish that it was not only auto attacks that gave energy refill, as there is ways (Weather intended or not) that allows the player to combo the enemy (Like with the spin/drill attack one can do) and I always feel sad that I can not extend my combos or continue them due energy issues.
Not saying every attack ought to give you energy refill but I would like that some of the attacks could grant it to give the player variety and a creative aspect in how they decide to do combos or such on your enemies.
I would also give a suggestion to have a list of your attacks (The Inputs and names of them) as a side bar in the UI that a player could remove in settings if they want to. I found myself wanting to do all the attacks you put in to the game but forgetting exactly the inputs in them
Lastly I would just say that I really enjoyed playing this, was cool to see what my friend and his coworkers/fellow students managed to accomplish-He also owes me for not embarrassing him :)
Happy to report that both bugs you flagged have been addressed in the latest version. We have also added a list of moves accessible through the menu, so you can refer to them any time during your playthrough.
The Daedalus Program thanks you for your contribution!
Excellent and superior combat. The fluidity of movement and ease of going from one attack to another makes me wish the visual effects were much more extravagant. All the attacks I could make were very exciting to make, but the heavy attack with the extended sword seemed a bit unnatural and out of place when I compare it to the others. This is a game where it is very easy to start spamming random buttons and feel like you are mastering it. Enemies become at one point such overwhelming and my focus shifts towards my style meter that I completely ignore any more complicated combos and actions I can take, making it about dodging and hitting a lot with the simple attack. For a game taking place in a AI controlled simulation there is surprisingly little that gives the vibe of computers - I would be expecting to see things spawn out of pixels, seeing data being recorded and collected, hearing Daedalus speak in a robotic voice being a commentary of sorts. Cannot wait until the style meter becomes really epic.
Thank you so much for the detailed feedback! You are absolutely right about the VFX. Combat juice is one of our top priorities and we cannot wait to show you what is coming. We'll also be looking closely at difficulty balancing.
Thank you again for playing and for taking the time to write this up. If you have the time, we would appreciate it if you could record your feedback in the playtesting forms above. The Daedalus Program notes your contribution!
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1 "Stasis bug"
The Ranged elite has a attack where he put you in stasis and then shoot you, if you do not get hit with the shoot and only the stasis (Like a wall or something blocks it) then you don't leave the stasis mode and can only move but not attack or shoot.
2 "Looking up means no energy refill"
If you are looking up on to an enemy you locked on to but are on the ground you don't recharge your energy bar, I think it is due to the game thinking you are still hovering in the air due to your mechs feet not touching the ground if you angle the camera high enough.
That is the bugs I can replicate or at least are certain are bugs if nothing else.
A bit of what I enjoyed about the game and what I (Personally like/wish) like about the game:
I enjoy that the game reward skill, that you regain energy by perfect dodge or attacking the enemy. I like the fast paced aspect of it, it reminds me greatly of games like Armored Core or Mecha break.
Though, I wish that it was not only auto attacks that gave energy refill, as there is ways (Weather intended or not) that allows the player to combo the enemy (Like with the spin/drill attack one can do) and I always feel sad that I can not extend my combos or continue them due energy issues.
Not saying every attack ought to give you energy refill but I would like that some of the attacks could grant it to give the player variety and a creative aspect in how they decide to do combos or such on your enemies.
I would also give a suggestion to have a list of your attacks (The Inputs and names of them) as a side bar in the UI that a player could remove in settings if they want to. I found myself wanting to do all the attacks you put in to the game but forgetting exactly the inputs in them
Lastly I would just say that I really enjoyed playing this, was cool to see what my friend and his coworkers/fellow students managed to accomplish-He also owes me for not embarrassing him :)
Also level 3 when? 2 was to easy
Thank you so much for the feedback! Both bugs have been logged and are actively being worked on. The attack list suggestion is also on our radar.
As for Simulation 3, the Daedalus Program notes your impatience. Your feedback has been recorded.
Thank you again for playing, and tell your friend the Daedalus Program is watching his performance too.
Happy to report that both bugs you flagged have been addressed in the latest version. We have also added a list of moves accessible through the menu, so you can refer to them any time during your playthrough.
The Daedalus Program thanks you for your contribution!
Excellent and superior combat. The fluidity of movement and ease of going from one attack to another makes me wish the visual effects were much more extravagant. All the attacks I could make were very exciting to make, but the heavy attack with the extended sword seemed a bit unnatural and out of place when I compare it to the others. This is a game where it is very easy to start spamming random buttons and feel like you are mastering it. Enemies become at one point such overwhelming and my focus shifts towards my style meter that I completely ignore any more complicated combos and actions I can take, making it about dodging and hitting a lot with the simple attack. For a game taking place in a AI controlled simulation there is surprisingly little that gives the vibe of computers - I would be expecting to see things spawn out of pixels, seeing data being recorded and collected, hearing Daedalus speak in a robotic voice being a commentary of sorts. Cannot wait until the style meter becomes really epic.
Thank you so much for the detailed feedback! You are absolutely right about the VFX. Combat juice is one of our top priorities and we cannot wait to show you what is coming. We'll also be looking closely at difficulty balancing.
Thank you again for playing and for taking the time to write this up. If you have the time, we would appreciate it if you could record your feedback in the playtesting forms above. The Daedalus Program notes your contribution!