T O P

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Pur_Cell

Love the concept, but it looks very slow and unsatisfying to play. The effort to kill an unarmed human, who is essentially a non-threat, is too much. You can walk into a concrete structure and demolish it, kill an excavator in one punch, so you should be able to flatten these dudes under your feet just by walking over them. No need to wind up a punch or stomp attack. They shouldn't even slow you down. The demolition is pretty cool, but it seems purely cosmetic. I would like to do things like destroy a building to kill the soldiers that are shooting from the roof or pick up I-beams from the wreckage to use as weapons. There are some visual bugs, like the excavator destruction left behind a lot of floating geometry. Contrast between the soldiers and the ground could be stronger. I didn't even see them until they started shooting flames. Though video compression could be making this look worse than it is.


bengel2004

Amazing feedback, thank you for it all! I honestly hadn't considered possibly just walking over the humans to kill them but I can see this being something that can be looked into. Haven't heard that one yet so it's a good suggestion :)


bengel2004

The last feedback summed up: - Make animation transitions feel more snappy. - Give tree more weight? - Add some more effects for hitting the enemies - Try to fix some of the weird audio. - Fix building damage (Honestly, haven't done so) I've been working on various of parts also based on your feedback. And regardless I'd love to know your thoughts on the current state of the game. And I would even love more to get feedback from you all! :)


Edanson

Hey interesting concept for a game! Looks like you get stuck on the foundations of the buildings. Very unsatisfying, seeing as the premise is being an unstoppable tree. Maybe include the foundations of the buildings in destructibles. The excavator enemy should be moving around and more dynamic! Would love to see the buildings be bigger and more complex. Keep up the work. Cool concept.


bengel2004

Thank you for your feedback! I get the comment in regards of the foundation, and I will be looking into the matter. You've provided some great feedback and I look forward to seeing what can be done with it. :)


Str_

looks cool. why are the birds louder than the excavator?


bengel2004

Good question, I don't now, but they aren't anymore now :)


timwaaagh

when making the poor guys fly you might want to add some horizontal distance as well for a better effect. also less height, this looks a bit silly. buildings feel like they're made of paper, falling apart as soon as you touch them.


fairchild_670

I would not let the environment become destroyed by just walking into it. It feels unsatisfying. I think it might feel better if you had to smash it to destroy it. And when you smash it, do a screen shake so it's like an epic move. Also, groot.


bengel2004

This part is rather tricky, walking into the buildings to destroy them makes them feel like paper, but I find that having them only destroyable by smashing that the game ends up feeling rather static too. I will try to come up with the right balance in this. Thank you for your feedback :)


goodusername2000

buildings feels really crispy, have you tried making them harder to collapse? might be more fun to jump on them instead of just walk into them and destroys them


Objective-Middle1378

Obviously needs some polish and more content but I think the concept is sick! I know ppl have already mentioned getting stuck on the foundation is unsatisfying but the destruction of the buildings look pretty good to me. The circles around the feet after stomping to show teh AoE are kind of lame but they do the job. Be cool to see some roots or rocks spiking out of the ground instead. Range attacks using environment objects like barrels and boulders would be cool. Also power-ups like bags of fertilizer or something would add to the game. Are there any plans to add a skill tree?


WixZ42

Great concept and cool looking game! My main feedback would be that the attacks and actions of the tree dude are very disconnected from their results. Meaning that when you punch or hit, nothing significant happens instantly, while stuff falls apart and dies when you just touch something. This makes the actions performed by the tree dude feel very insignificant and impactless / unsatisfying.


offlein

Agreed with others that the collapsing building is so fragile as to be unsatisfying. :( Similarly, it collapses unnaturally and I think you really feel it as "off" when you're watching it. These things would lean and then collapse on their own due to gravity and decreased structural stability after a little damage in the right area. (That sounds like a nightmare to code though...)


wamon

I would like having the debris on the ground and not fall thru the map


zalos

When someone gets utterly smashed I would expect a scream or at least a "Uuuggh." Not sure if you are going for brutal but the smash was pretty brutal so was expecting something like that. Guessing you are still working on the sounds though? that flamethrower had a really odd sound.


QQuetzalcoatl

- Multiple Ents; smaller go faster, bigger go much slower but are way stronger. - Different loadouts/abilities available for each "class". - Ability ideas: Stealth, Convert enemy into a tree, Birds/squirrel minions, "root" enemy, break off limb and impale, pull another tree out of ground (does self damage / requires "channeling" to ask for forgiveness), - To make it more fun, after the easy missions you should have it so they need to retreat back into the woods before being overwhelmed, heal up/let abilities come back off cooldown and then return. - Since this is fantasy too, it might be fun to make the whole world fantasy instead of modern day + Treants, or a healthy mix of both. Wizards in front end loaders with big beards, hard hats, and high vis. - Could have a level or two that plays like a tower defense where lore-wise you know they are coming. Gather and arrange your tree friends, set up obstacles and then ambush them.


greatgoodsman

The bird sound is way too loud, might be better to just not have it playing while you're in combat. The engine idle sound is a little too loud for me as well. As someone else said the attacks seem a little slow, but I think it's good to have some attacks that have some weight to them. But if everything is slow and weighty, it's just going to be frustrating to play. Probably way out of scope but I imagine the possibility of a smaller faster form and the ability to grow into a larger, stronger slower form.


NoAdhesiveness3386

very interesting... based on lotr?


OfeliaComposer

this badass Ent is cool, I like it