Dead Estate

Dead Estate

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TemmieNeko Oct 24, 2021 @ 8:55am
okay issues
issue 1 - mostly every gun i get just shoots a bullet into the cileing, and doesnt hit anything.
( using the girl if that matters )
issue 2 - that 2nd boss, the eyeball one? how exactly.. are you supposed ot know what spot hesa gonna randomnly appear in?
he floats up to the ciling ( which you NEED TO HAVE SHADOWS ON TO EVEN REALIZE )
and then just teleports with no tell at all. how is that remotely fair?

issue 3- isometric is fine on controller, but allow us to swap the WASD to " type B " the way you have it now breaks my brain, and it's 99% of the reaosn why I ever take damsage in the first place. the controls are not good.

issue 4 - the aiming reticle resets to the center of the room every time. might not seem annoying at first, but it is annoying.

issue 5 - cant see items after i pi ck them up ( and picking up things is a CHORE in this game, with the isometric, typeA, not type B UP DOWN LEFT RIGHT setup.

issue 6 - the game stuuters badly, and then ( remaining at 60 fps ) starts SLOWING DOWN, liek AN NES game. iot does not affect the framerate, but everythign in the game starts chugging, which in turn makes controller response mega delayed an d bad and it kills me.

i have discarded every single wep i pick up, bc they all suck. and they ALSO have limited ammo?

y'all been tkaing notes from Serious Sam Tormental? bc thats not a book you should be dog-earing pages in.

last issue - why is jump even there? i try to jump over enemies,. and they just hit me anyways? the spike balls i guess would hit you if you jumped.. bnut why would you jump to begin with? aside of layign GIGANTIC HITBOXED spikes in the middle of the room, causing me to feather tap the controls so i dont accidentlaly hit the dang spikes/.


i expected a super polished, awesome game base don all the reviewws.

this car needs a lot of work before it's gonna get an inspeciton sticker
Last edited by TemmieNeko; Oct 24, 2021 @ 8:58am
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Showing 1-5 of 5 comments
Pink Oct 24, 2021 @ 9:22am 
1. Not sure what you mean by hitting the ceiling, maybe provide a video for better clarification, since I followed all sorts of issues people had on forums with the game, and that is a first.

2. The idea behind it is to fire your base gun until you find it. I do admit that I had times where it spawned right on top of me, which is not ok. Other than that revealing his location with the gun is perfectly fine and probably intended.

3. W goes up, A goes left, D right and S down. The movement controls do exactly what they're supposed to do. What's "Type B"? First time I hear there is a 2nd type of movement for these kind of games.

4. Sounds like a bug. I never experienced it, but you should post it under the pinned thread.

5. You walk to an item and it gets picked up. Sounds like the same issue you had in #3.

6. Could be a local issue, but I did see other reports about stuttering. Can't say I've experienced those myself, but a video again will be great to help the devs pinpoint the problem you were having.

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Some weapons are better than others, but that's normal for every roguelike. Saying "they all suck" is a big stretch.

Jumping is extremely useful when getting cornered by enemies and bosses.
Enemies have different heights, so sometimes you'll get clipped by them if you're not careful, but it works pretty well.

Bashing feedback like this against a game that was a clear labor of love is something I personally feel I have to address and correct.
Dead Estate is a super polished games with day 1 bugs that need to get ironed out like many newly released games.

However, most of the issues you specified were either personal preferences or low expertise with the game that require understanding its mechanics better.

If the game is not for you that's fine, but slamming it with "needs a lot of work before it's gonna get an inspection sticker" is spitting in the devs hard work when it certainly doesn't reflect its current state.
TemmieNeko Oct 24, 2021 @ 9:57am 
Originally posted by horheristo:
1. Not sure what you mean by hitting the ceiling, maybe provide a video for better clarification, since I followed all sorts of issues people had on forums with the game, and that is a first.

2. The idea behind it is to fire your base gun until you find it. I do admit that I had times where it spawned right on top of me, which is not ok. Other than that revealing his location with the gun is perfectly fine and probably intended.

3. W goes up, A goes left, D right and S down. The movement controls do exactly what they're supposed to do. What's "Type B"? First time I hear there is a 2nd type of movement for these kind of games.

4. Sounds like a bug. I never experienced it, but you should post it under the pinned thread.

5. You walk to an item and it gets picked up. Sounds like the same issue you had in #3.

6. Could be a local issue, but I did see other reports about stuttering. Can't say I've experienced those myself, but a video again will be great to help the devs pinpoint the problem you were having.

-------------------------------------------------

Some weapons are better than others, but that's normal for every roguelike. Saying "they all suck" is a big stretch.

Jumping is extremely useful when getting cornered by enemies and bosses.
Enemies have different heights, so sometimes you'll get clipped by them if you're not careful, but it works pretty well.

Bashing feedback like this against a game that was a clear labor of love is something I personally feel I have to address and correct.
Dead Estate is a super polished games with day 1 bugs that need to get ironed out like many newly released games.

However, most of the issues you specified were either personal preferences or low expertise with the game that require understanding its mechanics better.

If the game is not for you that's fine, but slamming it with "needs a lot of work before it's gonna get an inspection sticker" is spitting in the devs hard work when it certainly doesn't reflect its current state.
type a and b are differentiated by 45 degrees, and 90 degrees. marble madness, or any retro isometric tactics game will make it clearer.

the wep that i remember said " it fires live rounds " and all it did was shoot stuff at the cieling.


the reticle thing is a controller issue, not mouse ( im sure you play mouse )

one other thing ( a minor gripe, and a major gripe )
hearts don't appear on the top layer ( they get oibscured by viscera, and debris )
the minor issue, is that hearts and ammo vanish if you leave a room. found a secret room by asccident, and lost my hearts, which just feels bad.
also being able to pickup a heart with full hp feels bad.

( pps - im using the girl chatacter )

some weps seemed alright? but a special wep that is garbage damage compared ot my shotgun that also needs ammo, i just scrap em all for cash lol.
one wep was decent, but ran through ammo so quickly, i wonder why it even existed. barely lasted a boss fight
Pink Oct 24, 2021 @ 10:07am 
In that case adding "type B" could be something the devs might want to look into, but from what I've seen around this is the first time it was ever mentioned as an issue, so not sure how much of a demand it has.

Hearts disappearing is most likely by design choice, because there are a lot of hearts dropping at any given time, to the point that the safety net they'll provide can potentially let you start every room with max hp with low risk of death.
They did make picking them up at max hp giving you cash, which wasn't a thing on release.

Some weapons might not seem like much at first, but remember that they scale differently, so a weapon that hits for 3 base damage, will hit for 5 instead with an upgrade or two.

Different weapons also make up for different playstyle such as not having to be so upfront with Jules by using a proper ranged weapon.
I suggest switching between each weapon based on the enemy you go against to conserve ammo until the next weapon you find.
2 Left Thumbs  [developer] Oct 24, 2021 @ 2:34pm 
1 - I'm not sure about this one. Like horheristo said (thank you for your work to help out in these discussion by the way, that's very much appreciated!!), we may need a video to properly assess what is happening. We haven't heard reports of this one anywhere else, and it'd be helpful to see in action!

2 - the trick with this boss is to keep moving, and to continue shooting to reveal his position. But I believe the consensus is that his telefragging often feels unfair. And we definitely want difficulty, that doesn't come at the cost of anything unfair.

3 - I'll add "type b" controls to the list of things we should look into. We have a running list of QOL additions we'd like to make. And if the current controls feel unintuitive to you, odds are they are confusing other players as well. But I might need more of an explanation of how this differs from the current WASD controls. Can you think of modern isometric games that offer both that we could more readily test and compare through?

4 - That's something we will add to the bug list!

5 - you can inspect your items with M+KB by hovering over them. It is something we are working on adding for controllers as well!

6 - We've seen a few reports of stuttering issues. We will hopefully be addressing performance issues, but it is difficult without more specifics. Video of it occurring, and potentially even your PC specs may help us track down the larger issue.

Making health drops more obvious is something we want to improve. Making them top-layer would be a first step. And potentially making them brighter or flashier could come next. But them disappearing when you leave the room is by design. You can still pick them up at full health to get some cash instead!
TemmieNeko Oct 24, 2021 @ 4:04pm 
Originally posted by 2 Left Thumbs:
1 - I'm not sure about this one. Like horheristo said (thank you for your work to help out in these discussion by the way, that's very much appreciated!!), we may need a video to properly assess what is happening. We haven't heard reports of this one anywhere else, and it'd be helpful to see in action!

2 - the trick with this boss is to keep moving, and to continue shooting to reveal his position. But I believe the consensus is that his telefragging often feels unfair. And we definitely want difficulty, that doesn't come at the cost of anything unfair.

3 - I'll add "type b" controls to the list of things we should look into. We have a running list of QOL additions we'd like to make. And if the current controls feel unintuitive to you, odds are they are confusing other players as well. But I might need more of an explanation of how this differs from the current WASD controls. Can you think of modern isometric games that offer both that we could more readily test and compare through?

4 - That's something we will add to the bug list!

5 - you can inspect your items with M+KB by hovering over them. It is something we are working on adding for controllers as well!

6 - We've seen a few reports of stuttering issues. We will hopefully be addressing performance issues, but it is difficult without more specifics. Video of it occurring, and potentially even your PC specs may help us track down the larger issue.

Making health drops more obvious is something we want to improve. Making them top-layer would be a first step. And potentially making them brighter or flashier could come next. But them disappearing when you leave the room is by design. You can still pick them up at full health to get some cash instead!

holding up should allow you to move RIGHT, instead of - whatever its doing now -

read this article, i suppose? xD its for isometeric control i
https://blubberquark.tumblr.com/post/621835025877499904/isometric-controls
Last edited by TemmieNeko; Oct 24, 2021 @ 4:04pm
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