Others Abandoned Gnome'n Titans [v0.2.3] [SrMagal Creation]

2.40 star(s) 5 Votes

SrMagal

Newbie
Game Developer
Jun 3, 2019
51
76
okay I got to the boss a few more times and I honestly feel like the biggest issue with the controls is the fact that you have to "reload" the orbs. I think a big improvement would just be making the A and S keys a cycle between fist/purple/gold and having X be "fire". Keeping a gap in between projectiles is fine but the combined process of needing to press "orb" adjust aim and then fire is just a little too cumbersome

edit: I just want to say, since the creator seems to be in the thread, that the game as a whole is great. Like remove the tits and ass, I would still enjoy playing it as a game, but with some minor tweaks the system could be improved greatly overall.
Thank you again for your feedback, I want to improve the game, and you guys can help me to get the softspot between challenge/fun.

-> The A and S is not just for Attack type A or Attack type B is for stacking orbs on your hands to make a shotgun attack, I gonna put passive skill that you can carry more than 3, 4, 5 orbs per stack. Basically you may chose throw 1 or 6 orbs per stack, Pink orbs is cheap and you have plenty, yellow orbs is rare and you sould use wisely.

If i just change A,S just for changeing what kind of attack you should use it will destroy this stacking system, A and S is not a attack,it is a summoning spell, and pressing more, you summon more stacking then.
The Stacking system is a Key feature, because it can be very pleasent when you make a perfect shot with 3x yellow orb at undead fairy face without she see you killing her immediatily, is not it good? its the risk/reward feature, cast 3x yellow orbs to instant kill the most annoying enemy or miss it and wast 3 precious yellow orbs? or maybe play safe saving orbs throwing 1 by 1 increasing you chance to be hitten, if you dont have that confident, it's a player choise. depends from your skill at this game.
The player skill is a key feature too. I hope you understand what i mean.

This v0.2.1 is focused more in the core system, the next updates your guys gona have alot o h-content, It is a h-game WITH action and gameplay, we need h-game that is not just a slideshow of boring texts on the screen. I want to offer a better quality h-game. Lets work step by step! and Please consider supporting the project on my pateon page. :D
 

GAB

Salty Montrealer
Donor
May 10, 2017
2,345
17,574
I managed to include 1 more picture and removed humor tags. I'm tempted to remove masturbation/stripping unless proven otherwise with proof
for real tho SrMagal you have to test your own game and judge what needs to be fixed, I'd do more damage punching monsters than the 5 seconds it takes me to jump, stop moving, load, aim, stop moving again, throw, stop moving again, then get attacked by an instant zombie flail, snake bite or one of the dozens flyings projectilres
 

SrMagal

Newbie
Game Developer
Jun 3, 2019
51
76
If possible I'd suggest switching the aiming and throwing to mouse control while keeping keyboard for movement. The controls feel more difficult than the game itself.

Also loading a shot is very clunky and time consuming and easily interrupted. Unless you wish to keep that aspect of the game intentionally difficult I'd recommend switching to an ammo cycling system that lets you switch your type of munition with a button and always shoot with another.

Unnecessarily difficult H-Games are a niche market within a niche market. Tread carefully.

But what do I know? You do you.
Thank you for your feedback, i'll consider your opinion.
 

SrMagal

Newbie
Game Developer
Jun 3, 2019
51
76
I managed to include 1 more picture and removed humor tags. I'm tempted to remove masturbation/stripping unless proven otherwise with proof
for real tho SrMagal you have to test your own game and judge what needs to be fixed, I'd do more damage punching monsters than the 5 seconds it takes me to jump, stop moving, load, aim, stop moving again, throw, stop moving again, then get attacked by an instant zombie flail, snake bite or one of the dozens flyings projectilres
Believe me, i tested alot. Dont get upset, this game still under development. Im here to get your feedback, i want to offer the best experience for everyone. Maybe you're playing to agressive luring all enemys, try to play more safe next time.
 

SrMagal

Newbie
Game Developer
Jun 3, 2019
51
76
Guys I released a Poll, please consider voting to improve the gameplay experience.
 
Last edited:
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gdrocker

Member
Nov 17, 2018
372
800
This game has a load of problems, some of which could be solved rather simply.

For starters, the difficulty could do well to be toned down just a notch, especially during the second phase(?) of the boss battle. Dodging the boss' bullets isn't hard in and of itself, but when she starts summoning little ghoul things that take three gold orbs to take out only to split apart into even more obnoxious enemies? That's asking a little much of the player. (Also, maybe I'm dumb, but I can do what I assume is damage to her, but I can't get that second bar above the first to fill. Is that where the purple orbs come in or something?)

Aside from that, a better reticle system would be appreciated, either an arrow or simply a dotted line showing the first few feet of your projectile' trajectory; when the current square reticle hovers within arm's reach of your character and is nearly the exact same size as your character, you don't really get a good grasp on where the hell you're aiming... I think I've lined up a shot perfectly only to have it fly way too high or way too low. When using the orbs, I find it's either better to use either the lowest or highest angle to "aim" at flying enemies (unless I'm standing perfectly still and have ample time to aim at enemies on the other side of the screen).

Personally, I find the controls fine; they're not hard to get used to, but they are a bit unintuitive, and nothing in the game itself tells you about some of the finer controls and abilities, like the ability to hold and throw three orbs at once (which I found out about by accident, and later by looking at the dev's Patreon page) or that you can jump on enemies' heads to be able to do double the damage of a punch (but has a finicky hitbox and has a greater chance of you incidentally taking damage). I also spent a good half-hour or so playing the game under the assumption that the 'Pick Up' key was useless—I was expecting to be able to grab the corpses of enemies after defeating them since, y'know, you can punch them in their defeated state... but apparently the 'Pick Up' key is to pick up rocks that I honestly thought were mere decorative elements for the longest time. You could easily solve that problem with a small indicator over the player character, like a floating 'C' key that appears overhead when they come past a hard-to-see rock in the grass.

Finally, on the matter of collectibles themselves... one of three things needs to happen:
A) there has to be more of them strewn about the level for as fast as you can expend them (I don't think I ever got more than 50-60 gold orbs out of the maximum possible 100, but it's easy to find and get maximum purple orbs);​
B) they need to have a slight chance (even as low as 10% or something) to drop from random enemies upon defeat, making boss fights marginally easier where the Titans spawn minions to aid them; or​
C) you need to make the indicators where there are hidden collectibles more prominent (maybe a slightly larger area of sparkles, with a marginally bigger hitbox to match; it needs to feel rewarding to find and collect, not a chore in needing to waste ten orbs trying to hit a marker the size of a pinhead).​
As it stands, orbs are some of your worst options to attack with, and when you have to spend half the game dodging flying enemies that you can barely hit, it makes for a somewhat frustrating experience.
 

SemenFart

New Member
Jan 30, 2019
2
1
-Very nice art style but maybe consider lowering how much damage each enemy takes.
-Controls are good but like others have said the aiming needs some work.
-Would like to see the fist attack be more useful

Overall though, good work. Like somebody else said this is a good game even without the porn
 
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SrMagal

Newbie
Game Developer
Jun 3, 2019
51
76
This game has a load of problems, some of which could be solved rather simply.

For starters, the difficulty could do well to be toned down just a notch, especially during the second phase(?) of the boss battle. Dodging the boss' bullets isn't hard in and of itself, but when she starts summoning little ghoul things that take three gold orbs to take out only to split apart into even more obnoxious enemies? That's asking a little much of the player. (Also, maybe I'm dumb, but I can do what I assume is damage to her, but I can't get that second bar above the first to fill. Is that where the purple orbs come in or something?)

Aside from that, a better reticle system would be appreciated, either an arrow or simply a dotted line showing the first few feet of your projectile' trajectory; when the current square reticle hovers within arm's reach of your character and is nearly the exact same size as your character, you don't really get a good grasp on where the hell you're aiming... I think I've lined up a shot perfectly only to have it fly way too high or way too low. When using the orbs, I find it's either better to use either the lowest or highest angle to "aim" at flying enemies (unless I'm standing perfectly still and have ample time to aim at enemies on the other side of the screen).

Personally, I find the controls fine; they're not hard to get used to, but they are a bit unintuitive, and nothing in the game itself tells you about some of the finer controls and abilities, like the ability to hold and throw three orbs at once (which I found out about by accident, and later by looking at the dev's Patreon page) or that you can jump on enemies' heads to be able to do double the damage of a punch (but has a finicky hitbox and has a greater chance of you incidentally taking damage). I also spent a good half-hour or so playing the game under the assumption that the 'Pick Up' key was useless—I was expecting to be able to grab the corpses of enemies after defeating them since, y'know, you can punch them in their defeated state... but apparently the 'Pick Up' key is to pick up rocks that I honestly thought were mere decorative elements for the longest time. You could easily solve that problem with a small indicator over the player character, like a floating 'C' key that appears overhead when they come past a hard-to-see rock in the grass.

Finally, on the matter of collectibles themselves... one of three things needs to happen:
A) there has to be more of them strewn about the level for as fast as you can expend them (I don't think I ever got more than 50-60 gold orbs out of the maximum possible 100, but it's easy to find and get maximum purple orbs);​
B) they need to have a slight chance (even as low as 10% or something) to drop from random enemies upon defeat, making boss fights marginally easier where the Titans spawn minions to aid them; or​
C) you need to make the indicators where there are hidden collectibles more prominent (maybe a slightly larger area of sparkles, with a marginally bigger hitbox to match; it needs to feel rewarding to find and collect, not a chore in needing to waste ten orbs trying to hit a marker the size of a pinhead).​
As it stands, orbs are some of your worst options to attack with, and when you have to spend half the game dodging flying enemies that you can barely hit, it makes for a somewhat frustrating experience.
Thank you for your huge feedback, you guys are helping me to create a better game! I see everyone complaining about the aiming system, so i was thinking about changing it and how it could solve almost every problem that you mensioned.

SEE:

A,D = Walk: Left,Right
W = pickup/interaction
Q and E = switch [Punch,Pink Orb, Golden Orb]
Spacebar = Jump

Aiming with Mouse
Left Click = Throw 1 Orb
Right Click = Throw 3 Orbs

What do you think about it guys?
 
Last edited:

Froster0

Newbie
Sep 15, 2017
87
46
Aiming with Mouse
Left Click = Throw 1 Orb
Right Click = Throw 3 Orbs

What do you think about it guys?
You see, i just beat the demo and came here to review it. In my sincere and honest opinion the game is too hard, exactly because of the keyboard aiming system, so the idea of moving it to the mouse is awesome(the rest of the game is g.r.e.a.t btw). I think maybe you could just rebinding the attack key to the left click and leave the orb selection on the keyboard and that should fix most of the issues, and don't forget to make it aim with the mouse pretty please. Love the pixel art style btw

p.s this is just an opinion do not kill me or any of my other 21 personalities over it pliz
 

SrMagal

Newbie
Game Developer
Jun 3, 2019
51
76
You see, i just beat the demo and came here to review it. In my sincere and honest opinion the game is too hard, exactly because of the keyboard aiming system, so the idea of moving it to the mouse is awesome(the rest of the game is g.r.e.a.t btw). I think maybe you could just rebinding the attack key to the left click and leave the orb selection on the keyboard and that should fix most of the issues, and don't forget to make it aim with the mouse pretty please. Love the pixel art style btw

p.s this is just an opinion do not kill me or any of my other 21 personalities over it pliz
Thank you for your feedback! Im working right now changing the Aiming System! keep tuned to check the next update with the new mouse aiming system.
 

Kiwo

Member
Jul 11, 2018
297
359
Besides the aim system that you already know (for me doesn't matter how the aim works). The only thing that I have to say is, congratulations, the game is fun, the graphics are well made, loved the artstyle, and works just fine the frames and everything, is so smooth and cool, looking for more updates.
 

simsalabim

Newbie
Apr 29, 2017
92
157
While obviously not a substitute for game design, maybe include a cheat mode or something if you insist the game must be difficult.

Just seems like an unnecessary hill to die on considering the genre.
 

SemenFart

New Member
Jan 30, 2019
2
1
Thank you for your huge feedback, you guys are helping me to create a better game! I see everyone complaining about the aiming system, so i was thinking about changing it and how it could solve almost every problem that you mensioned.

SEE:

A,D = Walk: Left,Right
W = pickup/interaction
Q and E = switch [Punch,Pink Orb, Golden Orb]
Spacebar = Jump

Aiming with Mouse
Left Click = Throw 1 Orb
Right Click = Throw 3 Orbs

What do you think about it guys?
Sounds good, also sometimes it seemed like my character would get stuck in place but would fix itself shortly after
 

Doragor

Member
Sep 9, 2018
215
529
I think you should remove melee attacks and make a wasd movement scheme with mouse aim orbs with unlimited ammo
 

156_163_146_167

Engaged Member
Jun 5, 2017
3,138
2,496
Is there any sexual content in the game at this stage? A lot of people here are saying it's too difficult, so I don't want to go through a frustrating experience if there's no payoff.
 

gingerbreed-man

New Member
Oct 5, 2018
14
30
Word for word my review on Newgrounds:
Shows a lot of promise. Controls are pretty tight, other than aiming, and it's clear the art has been crafted with a lot of thought and love. As other have said, something MUST be done about the aiming system. You should also hold back on the enemy spam.
 

Sonico

Engaged Member
Jul 21, 2018
3,953
2,783
this is waaaaaaaaaaaaaaaaay too hard. What a waste
Lots of people already said it - Dev is already tinkering with interface to deal with specific issues brought up by other players. Guess we might see a "bugfix" version in a week or two.
 
2.40 star(s) 5 Votes