Glitchpunk

Glitchpunk

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Let me put it this way
game needs a lot more work, and by "a lot" I really mean "♥♥♥♥♥♥♥♥ MORE" work, literally years

Optimization for one

Devs need to figure out how to deal with top down camera so there are no moments where buildings completely obscure critical parts of screen (some sort of smart transparency switch?)

Map seems like placeholder, it's almost unreadable and doesn't support basic open world functions like choosing navigation markers

UI in general

What the hell are these driving controls with gamepad

Maybe rethink some design in the missions (in one of them the objective is to blow up 6 or more targets with RPG and game in it's great generosity provides 2 shots with RPG)

There are game breaking bugs (the RPG mentioned above sometimes doesn't even spawn at all after mission restart)

And the best piece of advice for anyone trying to remake classic games: people REMEMBER old games fondly but when they have to play them again exactly how they were it turns out that they only remembered the good parts and most of it is just nostalgia anyway

Yeah, i'm gonna say it, GTA 2 gameplay didn't age very well no matter how nostalgic you feel about it
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Showing 1-5 of 5 comments
arektrzaska1  [developer] Feb 4, 2021 @ 2:33pm 
Hey,

We are aware of amount of work still in front of us and also happy to see feedback of this length! It's really valuable.

Optimisation is something we definitevely have as our priority. Working on that right now.

About the camera, there still are areas where it will bug out, but we already have some ideas on that! Coming in future updates.

Map will be improved in the future, with markers being one of the things.

Gamepad is in very experimental phase right now! Please wait a bit more for an update to experience the game more properly with controller.

In that particular mission a bug slipped that doesnt allow you to also hack the target generators, which should make it easier to get rid of them. Sorry for that!

About the nostalgia, we do base out of the basic mechanics that GTA2 offered and the classical view, although we take a considerable amount of side turns of all sorts, including:
- hacking system (did you get to it in one of the missions? just get some modules for hacking and press shift right after),
- branching storylines,
- module system for character progression,
- item management and more to come in the future, as we progress.

I hope you can notice it a bit better now! We will need to improve the visibility of those features, thanks to feedback like yours we can identify the areas where we need to improve.

Cheers
GWOP-W×TCH Feb 5, 2021 @ 6:41am 
Originally posted by arektrzaska1:
Hey,
About the nostalgia, we do base out of the basic mechanics that GTA2 offered and the classical view, although we take a considerable amount of side turns of all sorts, including:
- hacking system (did you get to it in one of the missions? just get some modules for hacking and press shift right after),
- branching storylines,
- module system for character progression,
- item management and more to come in the future, as we progress.

I'm not sure if you understand how off-putting your comment is with your mindset behind decisions showing through it? Throwing more features onto outdated mechanics isn't game changing or bringing them into the future... it baffles me that you think innovating gameplay from 20 years ago, is just adding more "to do" in it. It's not. You hear about WASD? Yeah, before that it was arrow keys, but look at what we're using today for FPS games instead. And then there's the mouse? Before you could only look around with keys or not at all, and even then where you looked didn't matter most of the time.

What you're saying is "Yeah, we based our game on old FPS games with arrow keys to move, but to innovated on it by adding the ability to eat hotdogs."
Last edited by GWOP-W×TCH; Feb 5, 2021 @ 6:43am
webmetalreese Feb 5, 2021 @ 9:38am 
Originally posted by 40ozBOUNCE-imok-:
Originally posted by arektrzaska1:
Hey,
About the nostalgia, we do base out of the basic mechanics that GTA2 offered and the classical view, although we take a considerable amount of side turns of all sorts, including:
- hacking system (did you get to it in one of the missions? just get some modules for hacking and press shift right after),
- branching storylines,
- module system for character progression,
- item management and more to come in the future, as we progress.

I'm not sure if you understand how off-putting your comment is with your mindset behind decisions showing through it? Throwing more features onto outdated mechanics isn't game changing or bringing them into the future... it baffles me that you think innovating gameplay from 20 years ago, is just adding more "to do" in it. It's not. You hear about WASD? Yeah, before that it was arrow keys, but look at what we're using today for FPS games instead. And then there's the mouse? Before you could only look around with keys or not at all, and even then where you looked didn't matter most of the time.

What you're saying is "Yeah, we based our game on old FPS games with arrow keys to move, but to innovated on it by adding the ability to eat hotdogs."

Controller Support will solve a lot of those WASD troubles for sure. I didn't have much of an issue getting around or shooting at people. I did however, have issues finding ammo and hitting 'walls' mostly trying to follow the UI marker to the next whatever. Might be nice to have a zoom or at least getting into a car and having a sort of .gps pathfinder on the minimap to get you to where you need to go.
Overall for me, I don't think I played enough to warrant an opinion. I did stand at a giant fan and watched the AI mass genocide for quite a bit and collected up their cash for better loot, but something along the lines of having trunkspace or a garage would be nice, or even a meager apt to store your things (Unsure if inven is going to be a thing or not)
Think about all the stuff that's out there and what we have as of late regarding top down games like this. The most recent I can think of is "American Fugitive" that was also created by an Indie team.
Last but not least, think about Cyberpunk universe and try to add to immersion overall. For example, mods/augments are great, but can you just take them on/off when you feel like it? Weapon wise, I saw a lot of 21st century weapons (machete, taser, flamethrower, etc) where are all the lazerzzz.
Anywho, it's a good start! First thing I'd recommend is getting controller support ASAP before even working on optimizations. Lots of players need sticks or buy/not buy simply due to have/not having controller support.
MrPringle Feb 5, 2021 @ 9:39am 
Originally posted by 40ozBOUNCE-imok-:
Originally posted by arektrzaska1:
Hey,
About the nostalgia, we do base out of the basic mechanics that GTA2 offered and the classical view, although we take a considerable amount of side turns of all sorts, including:
- hacking system (did you get to it in one of the missions? just get some modules for hacking and press shift right after),
- branching storylines,
- module system for character progression,
- item management and more to come in the future, as we progress.

I'm not sure if you understand how off-putting your comment is with your mindset behind decisions showing through it? Throwing more features onto outdated mechanics isn't game changing or bringing them into the future... it baffles me that you think innovating gameplay from 20 years ago, is just adding more "to do" in it. It's not. You hear about WASD? Yeah, before that it was arrow keys, but look at what we're using today for FPS games instead. And then there's the mouse? Before you could only look around with keys or not at all, and even then where you looked didn't matter most of the time.

What you're saying is "Yeah, we based our game on old FPS games with arrow keys to move, but to innovated on it by adding the ability to eat hotdogs."

I don't think your input will bring any help, as you are basically puking on a whole team's work, simply reading your last sentence. Wait and see, plz.
End of Strategy Feb 6, 2021 @ 8:12am 
Originally posted by 40ozBOUNCE-imok-:
Originally posted by arektrzaska1:
Hey,
About the nostalgia, we do base out of the basic mechanics that GTA2 offered and the classical view, although we take a considerable amount of side turns of all sorts, including:
- hacking system (did you get to it in one of the missions? just get some modules for hacking and press shift right after),
- branching storylines,
- module system for character progression,
- item management and more to come in the future, as we progress.

I'm not sure if you understand how off-putting your comment is with your mindset behind decisions showing through it? Throwing more features onto outdated mechanics isn't game changing or bringing them into the future... it baffles me that you think innovating gameplay from 20 years ago, is just adding more "to do" in it. It's not. You hear about WASD? Yeah, before that it was arrow keys, but look at what we're using today for FPS games instead. And then there's the mouse? Before you could only look around with keys or not at all, and even then where you looked didn't matter most of the time.

What you're saying is "Yeah, we based our game on old FPS games with arrow keys to move, but to innovated on it by adding the ability to eat hotdogs."

People who jump to claim this or that is "outdated" are so full of themselves it's not even funny.
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