Anime vs Evil: Apocalypse

Anime vs Evil: Apocalypse

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ForD  [developer] Feb 18, 2023 @ 4:35am
Suggestions for improving the game
Hello! You can leave your thoughts and improvements for the game here :)
Last edited by ForD; Nov 27, 2023 @ 6:29am
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Showing 16-30 of 52 comments
ForD  [developer] Feb 27, 2023 @ 9:38am 
Originally posted by SonicHedgeHog1:
@Sax
FYI the ammunition count in this game is infinite already.

We have in-game power up's already. but i do feel we could use another. not sure what that would be. first let the dev focus on the core bug's and such before going nut's with the feature's.

Weapon Mod's sound nice, why would these reviewer's suggest trying to copy the upgrade system from Grand Theft Auto ? seriously , this is a ( Arcade Third Person Shooter ), Not Call of duty or Apex get that out of here
--------------------------------------

This person seem's to want a sandbox mode similar to " the director mode you would find in the latest installment of grand theft auto"

this would include the abilities to enable certain in-game modifiers such as,
1. God Mode
2. Time Of Day Settings ( i would personally like a full 12HR clock that you could cycle through for screenshot purpose's)
3. Being able to spawn what types of enemies you wanted. that are currently in the game. like for example X-Number of fire mages
4. Super Jump Modifier (This one is fun, let's you jump super high: yes that would allow you to jump above the map if you wanted to)
-------------------------

As for for the purpose of my post. i would not focus on this as of right now. but i did come across a rock in the final level. with really bad collision. that without a reset position button. you will be stuck forever.

Screen shot below:
https://steamcommunity.com/sharedfiles/filedetails/?id=2936986740

Since i don't want to spam post: Let's talk about enemy shot damage. And how god awful It Is. Take a look at this screenshot. and tell me how does he survive this ? When i took the screenshot the damage number already went away. but please understand this was a direct shot at him. which should have KO'd him.

and please do something about the FIRE MAGE'S. same exact aimed shot as the screenshot below but he was a tad further away from the truck. let's say you do 496 DMG. but they survive that. but oh no if you do 187 they die ? I'm so confused man.

https://steamcommunity.com/sharedfiles/filedetails/?id=2937446394
I will fix this rock :) As for the hit detection, if the numbers flew out of the enemy, then he took damage. It is strange that in some cases they could not die.
ForD  [developer] Feb 27, 2023 @ 9:41am 
Originally posted by Crystal Goddess:
I would suggest the following ideas;
Improving a certain enemy's hit detection in regards to them taking damage: I'm unsure what you officially call them, but I'll call them Zombie Pyromancers for the sake of convenience. It seems they have very odd hit detection, you can have the crosshair locked onto them at close range and still somehow miss, yet every other enemy does not have this issue. That on top of the fact their fireballs have homing properties just seems like adding insult to injury.

An option to make it so healing doesn't repair damaged clothing: Just seems weird that this happens, having a toggle for this just seems like a good idea to me. The threshold at which clothing is damaged (seems to be once health hits 49% or less) seems reasonable though.

An option to disable the random thought bubbles: Not sure why, but I find these annoying at times, especially if they come up as soon as you hit the map button, as that thought bubble will obscure part of the map, covering any icons it might be overlapping.

More power up types: Apart from the incendiary and explosive rounds, I feel a few other temporary power ups could make it more fun, like piercing rounds, fire rate increase, bottomless clip (No need to reload as long as the power up is active) and so on.

A sprinting melee attack: If you have a melee weapon equipped, you could perform a sweeping melee attack that can knock back enemies, maybe except for the Reapers.

Grenades: Maybe these could act as secondary weapons, serving as very high damage weapons that obviously would require effort to aim with effectively.

The option to start a stage nude: I know someone will eventually suggest it, so why not do it myself? Maybe have it as "clothing" that needs to be purchased if the player has the DLC.

Those are the more reasonable ideas I had, I had others, but once I thought of them, I was like "No, those would require way too much time and effort for what seems like a small studio."
Thanks for the list. I will definitely do some of this for the update!
SonicHedgeHog1 Feb 27, 2023 @ 11:35am 
Originally posted by ForD:
Originally posted by SonicHedgeHog1:
@Sax
FYI the ammunition count in this game is infinite already.

We have in-game power up's already. but i do feel we could use another. not sure what that would be. first let the dev focus on the core bug's and such before going nut's with the feature's.

Weapon Mod's sound nice, why would these reviewer's suggest trying to copy the upgrade system from Grand Theft Auto ? seriously , this is a ( Arcade Third Person Shooter ), Not Call of duty or Apex get that out of here
--------------------------------------

This person seem's to want a sandbox mode similar to " the director mode you would find in the latest installment of grand theft auto"

this would include the abilities to enable certain in-game modifiers such as,
1. God Mode
2. Time Of Day Settings ( i would personally like a full 12HR clock that you could cycle through for screenshot purpose's)
3. Being able to spawn what types of enemies you wanted. that are currently in the game. like for example X-Number of fire mages
4. Super Jump Modifier (This one is fun, let's you jump super high: yes that would allow you to jump above the map if you wanted to)
-------------------------

As for for the purpose of my post. i would not focus on this as of right now. but i did come across a rock in the final level. with really bad collision. that without a reset position button. you will be stuck forever.

Screen shot below:
https://steamcommunity.com/sharedfiles/filedetails/?id=2936986740

Since i don't want to spam post: Let's talk about enemy shot damage. And how god awful It Is. Take a look at this screenshot. and tell me how does he survive this ? When i took the screenshot the damage number already went away. but please understand this was a direct shot at him. which should have KO'd him.

and please do something about the FIRE MAGE'S. same exact aimed shot as the screenshot below but he was a tad further away from the truck. let's say you do 496 DMG. but they survive that. but oh no if you do 187 they die ? I'm so confused man.

https://steamcommunity.com/sharedfiles/filedetails/?id=2937446394
I will fix this rock :) As for the hit detection, if the numbers flew out of the enemy, then he took damage. It is strange that in some cases they could not die.

If you can't find a solution to the problem. i would advise lowering enemy HP values all around or do as me and someone else was saying. do something something about the FIRE MAGES. nerf there projectile or get rid of it's homing properties. and also don't forget the weapons i suggested to you in the email. they would combat this problem more effectively.
Sax Feb 27, 2023 @ 11:49am 
Originally posted by ForD:
Originally posted by Sax:
Uuuuh~ From "More power up types" to "Grenades" it's actually a much better explained form than mine. Add freezing bullets :outsnow: to the mix and it's P e r f e c t i o n n n.
As for the whole list of suggested improvements, I can’t promise, but I’ll definitely add the freezing bullets in the update!
Aww~ It's fine. I don't expect promises or anything. Add what you can, add what you want, add what you like. :selike:
gadot Mar 7, 2023 @ 10:21am 
A perk system and 20 levels within each perk would add replay value; some examples are:
-Fireproofing- each level grants 5% less damage from fire
-Ammo Capacity
-Ammo damage
-Grenade Launcher Capacity
-Grenade blast radius
-Melee damage
-Melee attack speed
-Max Health
-Move speed
-Sprint Speed
-Money/Health pickup radius
etc

More clothes/head items/SHOES! to unlock would add replay value
Being able to change Primary and Secondary Clothing colors instead of just adding a layer of color to existing skin would be nice.
Being able to use any clothing item for any character would be nice.
Changing Hairstyle or Color would be nice.
Arc style targeting for the grenade launcher would be nice.
Body Armor (visual or not) would be nice.
Wakizashi lengthening to a katana would be nice.

*I dislike when combo damage is cumulatively displayed on the dragon. I legitimately thought I was doing 800 damage for the second hit and 1200 damage for the third hit. (I was using grenade launcher)
Why can't it just show damage for each shot? I don't need it to be added up on screen during a combo. Or at least have Combo damage be in a different color or on the side of the screen while actually showing damage for the individual shots. *

Sometimes I cannot fire. I am reloaded, not getting hit, not moving, and must re-reload to be able to fire.
SonicHedgeHog1 Mar 14, 2023 @ 9:07am 
@ForD

Just downloaded your latest update. and i already just want my own control scheme. the new layout is basically call of duty style and i can't stand it. we need custom re-map controls. let me assign what buttons i want to do for each action.

it's clear the community want's different layouts. because i want something more like the classic grand theft auto San Andreas on pc and maybe saint's row the third.

i can't even test the new changes because these controls are so bad.

[Messed with the steam layout for a temporary solution]

I've done some more testing. and honestly, you need to LOWER the reload time. i just experienced what this does. enemies can interrupt your reload animation. FIRE MAGES especially. holy cow, this game is more flawed than i initially thought. 95% of the current weapons are useless without constant power up refresh (thanks for making the store infinite it's a great change). we just have a one gun meta at this point. and i've had enemies survive the yes you guess it "the explosive rounds power up".

another thing i found. why are certain object's in this game like tree's for example. if you see a enemy standing right next to a tree in a row of them and you shoot at it's exact location your shot is blocked by a invisible wall. but if you aim right dead center in the middle of a row of trees it registers. same with a container i found next to a bonus shop in the farm survival map. we should be able to shoot through large openings like the worn down food market in the city map.

we need major buff's to the other weapons. if were gonna have this grenade launcher meta the entire life of this game. then we are going in the wrong direction. we need other weapons that can compete with it. where are the mini guns, the rocket launchers, the m16's. the freezing ammo is nice but not very effective. the flaming rounds, you might as well throw those out the window. when your in wave 25 plus in survival. you will notice just how bad this is. for anything that isn't the grenade launcher. the only way to stay alive with the other weapons is constantly refreshing power ups or you're dead.

why can't you just make the golden pistol available in the weapon shop. i finally found it atop the broken city highway in free mode. and after spending alot of time with it. i'm impressed with it, but kind of disappointing at the same time. the whole gimmick behind the golden gun was a one shot kill. for most enemies that was true. but for reapers and the club holding pigs that wasn't the case. it felt random when they died to it. sometimes 5 shots and other times 2 shots. worse case 8 shots come on man really ?

with how the damage values are in game currently. it's very hard to figure out how much damage i'm actually doing with this weapon. if the gun was tweaked more towards the gimmick that was it meant to be for. then i'd say differently about it.

i know thing's are getting worked on in time. but the main core problems are still there.

Last edited by SonicHedgeHog1; Mar 16, 2023 @ 7:30pm
ForD  [developer] Mar 16, 2023 @ 11:17am 
Originally posted by SonicHedgeHog1:
Just downloaded your latest update.
I've noted your suggestions. About the weapons damage/reload time etc, try to make more headshots, it should be much easier to kill the enemies that way.

The new task's target score/time has been tested a several times, and should not be too difficult to complete. Just try to find the items and ignore the enemies ;)
Last edited by ForD; Mar 16, 2023 @ 11:18am
SonicHedgeHog1 Mar 16, 2023 @ 1:58pm 
Originally posted by ForD:
Originally posted by SonicHedgeHog1:
Just downloaded your latest update.
I've noted your suggestions. About the weapons damage/reload time etc, try to make more headshots, it should be much easier to kill the enemies that way.

The new task's target score/time has been tested a several times, and should not be too difficult to complete. Just try to find the items and ignore the enemies ;)

I'm no pro shooter by any means. i use the auto aim assist and as i stated in the emails i use a controller so. but i will note what you said about the task completion thing. the randomized target scores are a tad annoying but not a total put off.
Last edited by SonicHedgeHog1; Mar 16, 2023 @ 5:55pm
SpaceTrader Mar 24, 2023 @ 11:28pm 
Originally posted by Sax:
Long list of things and stuff!
One and two could help flesh out moment to moment game play a lot.
Three would be huge. Even dumb AI can help a game feel a bit more active and engaging.
Letting them re-spawn on a timer could also be a good idea. That way they don't 'need' to be baby sat but also don't need to be over-tuned just to be useful.
Five could also have some more mundane things be classified as 'skills'. Special ammo, grenades, maybe a homing ammo shot or X seconds of rage mode. Stuff that, in theory, shouldn't be too hard to program as opposed to flashier abilities but can still pay off for the players. Not that flashier stuff wouldn't be cool.
Six, progression good.
Eight, huge!
Sax Mar 25, 2023 @ 7:13am 
Sliding or Dodging would make everything a little more precious imo (and why not helpful cause sometimes you get cornered real badly),
Having even the dumbest AI switching from "Follow me" to "Go and... do?" looks sooo fun in my head, even if you'd have to pay 1000$ for each employinment :mhwgood: (I'd personally do that to give money an extra purpose AND put this in free mode cause I stick to the truth those two modes are substantially identical if not for a couple cutscenes) but since I dunno how programmable and/or intuitive that may be I limited myself to "throwing the idea on the table".

I personally don't think the 8th would be that much, but that's cause I saw that rather often being included in Unity-made games: press a dedicated key, opens a menu with options like slow-time, recover health, add this, add that, etc.etc. but again, since I dunno how intuitive that would be to be made I simply threw the idea and what will be, will be. :mhwgreeting:

...also a couple extra clothing pieces wouldn't hurt if I can ssslide this under the door... something with a military swing to it (I would have a couple images suggestions but I don't know if I can add'em in these posts).
Last edited by Sax; Mar 25, 2023 @ 7:18am
IceCube Apr 6, 2023 @ 5:20am 
I think what the game should have been is having waves of enemies swarming you while you try to kill all of them using all sorts of weapons and skills, maybe at the same time try to achieve certain objectives (without a timer, it’s annoying). What the actual gameplay is like seeking out zombies and killing them one by one using mostly one type of weapon while running around mindlessly. I’m not saying this is bad, but you are not gonna get people excited to play the game.

And I have to say the price of the game is too high, you are gonna deter a lot potential players from buying at this price.
Last edited by IceCube; Apr 6, 2023 @ 5:28am
ForD  [developer] Apr 6, 2023 @ 7:30am 
Originally posted by Jz92:
I think what the game should have been is having waves of enemies swarming you while you try to kill all of them using all sorts of weapons and skills, maybe at the same time try to achieve certain objectives (without a timer, it’s annoying). What the actual gameplay is like seeking out zombies and killing them one by one using mostly one type of weapon while running around mindlessly. I’m not saying this is bad, but you are not gonna get people excited to play the game.

And I have to say the price of the game is too high, you are gonna deter a lot potential players from buying at this price.
Hello! You can play survival mode where the waves of enemies is attacking you ;)
Mike Apr 30, 2023 @ 1:42am 
For long time motivation the game needs a leveling system.
A simple one where you gain experience for killing and the events.
For every level you get a skillpoint which you can use to level a skill like:
- faster reload time
- higher magazine capacity
- longer shooting range
- faster run/walk speed
- higher HP
ForD  [developer] Apr 30, 2023 @ 9:41am 
Nice idea, thanks!

Originally posted by Mike:
For long time motivation the game needs a leveling system.
A simple one where you gain experience for killing and the events.
For every level you get a skillpoint which you can use to level a skill like:
- faster reload time
- higher magazine capacity
- longer shooting range
- faster run/walk speed
- higher HP
Arikania Dec 20, 2023 @ 11:20pm 
The game needs a menu options with a clear explanation of the game mechanics. By the time I have it all figured out, Ill be so frustrated that I don t really feel like the game anymore. All that I saw so far is running around defenselessly, eventually each and every zombie was chasing me.
Last edited by Arikania; Dec 20, 2023 @ 11:22pm
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