Mother Hub

Mother Hub

pyrolocutus Jan 27, 2024 @ 4:15pm
Demo feedback
Overall I was intrigued by the demo and I'll be adding the game to my wishlist to keep tabs on it.

The only technical issue I noticed was occasional hitching when looking around, which would throw off my view. I *think* it tended to happen when looking at larger clumps of vegetation. Maybe more vertices in the model(s) than necessary?

Enemy movespeed might stand to be tweaked a bit. Some of them seem awfully fast!
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Showing 1-15 of 28 comments
darkwind Jan 28, 2024 @ 4:29am 
For me it was unplayable because of this weird mouse slow downs.
Bearded_Man Jan 28, 2024 @ 6:26am 
Originally posted by pyrolocutus:
Overall I was intrigued by the demo and I'll be adding the game to my wishlist to keep tabs on it.

The only technical issue I noticed was occasional hitching when looking around, which would throw off my view. I *think* it tended to happen when looking at larger clumps of vegetation. Maybe more vertices in the model(s) than necessary?

Enemy movespeed might stand to be tweaked a bit. Some of them seem awfully fast!


Hey~!

thanks for this information!

we understand that people have been asking about the movement speed of the mobs.
as of right now that will not be changed.

but as for the spikes of lag / ish issue you are having around the over growth, we will make sure that is fixed.


if you want to help us more?

start up the game and click on discord to be forwarded to us.

any kind of questions about the game and support can be done there.

~Beard <3
Bearded_Man Jan 28, 2024 @ 6:27am 
Originally posted by darkwind:
For me it was unplayable because of this weird mouse slow downs.


this should be fixed soon.

just watch for patch updates. :D
Seth  [developer] Jan 28, 2024 @ 5:50pm 
Originally posted by darkwind:
For me it was unplayable because of this weird mouse slow downs.
I have identified the mouse issue and I am fixing it in the next few days once I have figured it out.
black409dar Jan 28, 2024 @ 11:52pm 
cool demo there need to be more ammo and health the coins are to hard to find not sure what the vending machine give you. and the shotgun need to hold more ammo then 2 rounds and no body armor will there be upgrade for the guns and health and the enemy's move to fast overall fun demo
kutzkutz Jan 30, 2024 @ 8:58am 
Cool game but I have a few issues as well. Yes, the enemy movement speed is very fast but they don't really do anything to you. If you just keep pressing back and hitting the enemies with the pipe, they die without you taking any damage.

Also, optimisation! Without Vsync on this game runs at over 1500fps! This causes my GPU (3080ti) to go overboard and you can start to hear coil whine. Also, when you turn on Vsync, it will get disabled if there is a cut scene and you have to turn it back on. 1500+fps is overkill.
Seth  [developer] Jan 30, 2024 @ 9:47am 
Oh interesting, I never thought too much FPS would be an issue. Let me look into hard capping the FPS. Also I'll try and fix vsync to be persistent through levels. Thanks for the feedback. The AI definitely needs a bit of fine tuning. I appreciate your comment.
Nathan Jan 30, 2024 @ 10:30am 
I liked the demo, cool atmosphere, feel, look.
BUT, In the time I played, every enemy was a jump scare that came at you at 90 miles per hour with loud noises and usually musical stings to boot.
It kind of became almost annoyingly off-putting.
Still, I did like it overall, I hope it won't be that for the rest of the game, just more interesting enemy encounters that aren't "advance 3 feet, get loud sound, enemy zooms in your face in a split second, deal with it, rinse & repeat"
Maybe enemies could use some more behaviours, and also less omniscience, more relying on stuff like is the player in their field of vision, how close will they hear your walking as opposed to your running and I assume crouch just silent, stuff like that.

But, it was just a very early portion of the game, a small slice in a demo, I'm sure there will be more enemy variety that maybe addresses everything in the full game.

- I had no issues with FOV, but I will add, someone is bound to raise the issue of a FOV slider, so might as well preempt that.
- Resolutions were weird, like it was missing some very common ones like 1600x900 (my usual go-to, though game ran well enough on ultra 1080p, have universally FPS capped at 60 in my Nvidia control panel so I didn't suffer the overheat issues mentioned above)
- Also, you can't rebind everything, like weapon switching being locked to mouse wheel & Q, but what if I want Q to be something else? Usually I have Q as toggle crouch in my games (another thing, crouch is only hold)
Last edited by Nathan; Jan 30, 2024 @ 10:45am
Seth  [developer] Jan 30, 2024 @ 9:18pm 
All good points Nathan, I think I'm sort of trying to find my groove, I worried if monsters didn't run at you quickly they wouldn't be scary, but I also get that if it happens over and over it loses it's triumph. That being said, there will be many different monster behaviors, the zombies for instance are just blood thirsty and brainless, I could implement a line of sight on them, but I also didn't want my game to be the type of game you can see monsters before they see you.

Key binding in the future for sure.
Nathan Jan 31, 2024 @ 12:16am 
Originally posted by B:
All good points Nathan, I think I'm sort of trying to find my groove, I worried if monsters didn't run at you quickly they wouldn't be scary, but I also get that if it happens over and over it loses it's triumph. That being said, there will be many different monster behaviors, the zombies for instance are just blood thirsty and brainless, I could implement a line of sight on them, but I also didn't want my game to be the type of game you can see monsters before they see you.

Key binding in the future for sure.
Thanks for listening, definitely a very cool promising game!

I was thinking, you could maybe keep those big mutated guys with like a weird tentacle arm that the player sees glimpses of as really fast enemies who zoom into your face, but maybe the regular zombies and melee combat should be rebalanced to be more visceral and intentionally "clunky"-- I mean more like a deliberate dance, see Condemned, make them more traditional slow zombies, who are just minding their own business in corners of this place, eating corpses or creepily shivering in some corner, who slumber towards you and you kind of have to with your melee pipe do this visceral brutal dance as they don't go down easily in one or two hits, they recoil and stumble from swings and you feel like maybe there's still some echoes of humanity ringing in these decaying monstrosities with each swing you make.
This would mean removing also a bunch of pistol ammo from the levels at the start, so that the player will quickly realize that they should save those precious bullets for some of the bigger threats that they see glimpses of stalking them at the start.

That way it would still be tense, the encounters with the more mutated bigger forms would be scarier in contrast to the regular zombies, while the regular zombies would be regular zombies which still have their honored place in spooky games. (see all the big names out, Resident Evils or any number of indie horror games which have been successful while relying on classic slow zombies-- You need to think of them as a necessary chess piece on your overall board, pawns exist for a reason in games, might be slow and your standard fodder, but it makes the other, bigger, faster, tougher, differently behaving/moving enemies all the more scarier)

Oh yeah, there's the spidery things in the train section which had me annoyed too... Could use maybe different behaviours, not just running in a line, having them run up to you with all the loud noises one after the other as you advanced felt cheap, way too many indie horror games with those kinds of cheap jump scares out now on Steam which feel like they're a bit too click-baity--
But, if they were more of a hit-and-run ambush enemy who backs off, acts more like a weird insectoid creature, moves like a jittery zigging-and-zagging arachnid that looks like it's trying to measure you up and pick its moment to move in to strike, that could really be creepy looking/sounding/feeling, with some added creepy skittery noises for their movement-- I think the loot bug or whatever it is in Lethal Company which doesn't really strike players immediately, gets close, backs off, looks for opportunities to strike, with the bug like movement and footstep sounds is great for horror, no jump scare needed to still get under your skin by its mere presence.
Seth  [developer] Jan 31, 2024 @ 9:44am 
Yeah I think you're right. I have been desperately trying to hold onto this image of my super fast zombies in my head, but it just doesn't feel natural in the setting. So maybe I revisit them, as a slow stumbling creature. Not as much of a threat, but like you said a chess piece.
Seth  [developer] Jan 31, 2024 @ 9:45am 
As for the scorpions, I've made a note to revisit their behavior. I too have thought that they aren't unique enough.
Seth  [developer] Jan 31, 2024 @ 9:46am 
Thanks for taking the time to write these out for me, I find it very helpful one someone explains in detail why something doesn't work, that often clicks better in my head.
Nathan Jan 31, 2024 @ 11:56am 
Happy I could help in some way!
Chess is always a good analogy to keep in mind when thinking about nitty gritty game design, like currently you could roughly say that the zombies, the mutated stalkers and the scorpions all fill a Rook/Bishop niche in your game, and you have no Pawns or Knights on the table, when you might want to make the zombies Pawns, keep the Mutated Stalkers as Bishops, and the Scorpions would become Knights, a piece that strikes from the flanks when you're turned around.

Resident Evil in a way does this, Zombies are Pawns, still a threat, still deadly, but manageable, an "intelligence check" on the player to see if they're smart enough to realize not to waste their rarer resources on them and save their ammo for when they run into Knights, like dogs, or Lickers your heavy hitting bishops in a crude way, and much much worse threats later on.

But yeah, I liked the setting, voice acting and the story threads you weaved into the game, it's really gorgeous and impressive looking all the decaying overgrown locations I saw in the demo, up to that final boss you see for a glimpse before the end of the demo the guns seem pretty punchy overall too, I'm looking forward to it, take your time to tighten up those systems a bit and you have a winner in your hands!
Seth  [developer] Feb 2, 2024 @ 10:06am 
Hi Nathan, I've made an announcement about the new zombie system in the works! It's coming out so good, my first test zombie feels amazing in comparison to the old ones.
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Date Posted: Jan 27, 2024 @ 4:15pm
Posts: 28