Pawperty Damage

Pawperty Damage

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Draken May 24, 2023 @ 7:58pm
Enjoyed the game, have suggestions
Played quite a few hours at this point and learned there's quite a bit of room for the game to grow! Super exciting to see the mechanics at play and how well they've been implemented together. Buildings ripple with hits, vehicles stretch or crumple depending on how they were kicked or stepped on. The player controller though could use some more fleshing out. Besides that, I'd say more levels would be great, but the game as is achieves much of what it sets out to do.

The player controller has a few hiccups that could eventually be fixed, but currently the player is rather limited in both how often and what they can do. Part of the fun in this is how to work around your stamina bar via how you steer your attacks strategically while still picking up vehicles to eat for refilling your stamina bar. The variety of attacks though are what I feel currently holds the game back from feeling more intuitive and deep enough mechanically to feel like investing more time into learning and enjoying the mayhem.

Currently kicking is always going to start with same leg every time, unless it's chained together with another kick. A pretty awesome feature for immersion that is both cool and frustrating is how which leg kicks actually matters and can be controlled via positioning. What can alleviate the frustration though would be dedicated buttons or context from movement to reliably kick with either leg the player chooses. If this currently the case in the game already, I was unfortunately not able to notice and felt the brief moments I'd take to reposition myself left me over-correcting often trying to get in a position for either leg to do the most damage.

Speaking of legs, getting point to point is very slow regardless of the size of character. If there's buildings on the other side of the map to head towards, it's a very leisure stroll all the way there. There's already a stamina meter, which would be great to have tied to some form of hustle even if it's only marginally faster. Given the feel of weight and momentum, a button to work up eventually to a jog would be great to get those distances covered. Gaining speed over time as long as there aren't obstacles blocking the way begs for what can happen when there is, on purpose or otherwise. A jog combined with melee feels like it could be asking for a shoulder charge or body slam.

A game like this is begging for wrestling moves as both are all about how one can use their whole body effectively. From jumping, butt slamming, to elbow drops, there's no shortage on what could work out to be unique character move-sets to just plain fun recklessness that could fit into the whole roster.

Right now, once the character gets tall enough punching gets closer to useless, fewer vehicles are available to pickup, and what's left are just two heavy stamina leg attacks. In general the players options get fewer and even less frequent as the game goes on. I feel more variety of movement and attacks would greatly help solve this issue. There are plenty of buttons left to be able to use on either keyboard or controller.

- F/Left Stick Click: Hustle
- Hustling + Punch: Shoulder Charge

- Kick alone: Kick via the current system
- Kick + either direction relative to the player camera's facing of the character: Kick with that leg

The camera as is can also be improved a bit by allowing the player to control the focus point of their camera via a height offset from the player's hip. This would allow players to either bask in the height of their character or focus on the destruction they could be performing on the ground. There’s already focus control with the free-camera and it would be great to also have in normal gameplay with the third-person views.

The game feels like a passion project and it’s easy to dream of more potential with it! Would happily contribute to a patreon and/or discuss Unity development in general. Hope to see what may come next if development on the game continues or other works from the developer(s)!
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Showing 1-5 of 5 comments
Draken May 24, 2023 @ 8:31pm 
Another idea came to mind in regards to just controlling how the characters walk. Once the player is big enough, steps can gloss over vehicles. What could be interesting is if the player's movement were to stop mid step, the step ends early, which allows players to control with precision on where their steps land.

There's also cases where just stepping into buildings is a legitimate strategy over spending stamina on nearly flat buildings. The issue is this isn't reliable and I believe making buildings crush as easily as cars when they're relatively as tall as a step on some stairs would be great. It would also lend to a consistency with how easy cars are to crush when they're relatively the same stair step height for the character.
Last edited by Draken; May 24, 2023 @ 8:48pm
Dare Looks  [developer] May 24, 2023 @ 8:43pm 
Thank you for the detailed feedback! :D
Draken May 24, 2023 @ 8:53pm 
Originally posted by Dare Looks:
Thank you for the detailed feedback! :D
Thank you for putting together a game in general that has a unique direction and potential that many haven't stepped into for a very long time! Very much hoping to see how y'all and/or the game continues to grow!
Pokemon115 May 24, 2023 @ 10:19pm 
Heavily agree and fair points all around. I just need more levels, moves(especially the butt slam), characters/customization and I'll be even happier. as it is I'm having so much fun already! Only major thing after some playing around is I'd like a freeze photo mode button cause it can be a little weird getting shots right.
Last edited by Pokemon115; May 24, 2023 @ 10:55pm
NeoVid May 25, 2023 @ 3:49am 
I'm impressed by quite a few of the features it's already got, particularly when I noticed that once you're huge enough, the ground cracks with every motion you make! But I have to say there's not really a game to play yet. It could be a homage to Rampage if there were objectives and dangers for the monsters, and that would give it what it needs to avoid the negative reviews about how there's not actually a goal.

As much as I like the style, polish and dedication that clearly went into this already, I have to say there needs to be more game in this game. See, when I first tried it, what struck me is that far less professional projects like MMVR or Giant's Sandbox have much more you actually *do* in their games, which is a necessity to make them worth coming back to.

Didn't want to come in with a negative comment, but with so much already done so well here, I'd love to see this game accomplish more.
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