PAPERHEAD EP0

PAPERHEAD EP0

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Supertehteh  [developer] Nov 14, 2024 @ 7:58am
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Showing 1-15 of 21 comments
theoctaneful Nov 14, 2024 @ 12:33pm 
I'm enjoying it a lot! I'm on Drone right now, but I think I may be stuck. I think one comment I have is there not being a lot of health lying around. I may not be playing it as intended(?) but I feel like I don't have enough to health to get through the section I'm stuck in in Drone (where you are first introduced to the enemies that have the ball around them).

Also, I'm finding there is some wonky stuff happening with my mouse. I'm not sure if others are experiencing it, but sometimes my viewpoint will get snapped in some other direction. Which is disorienting, and breaks the flow.

I'm excited to keep playing!
Ean Alias Nov 14, 2024 @ 1:37pm 
Love the design tho tbh could use more gore (gotta save something for the later levels i guess lol). Found the slide/jump/dash combo a little jank till I got used to it. I think the issue is the slide doesn't feel like its fast enough for the momentum that you get from the jump, so you'll slide forward at a decent pace but then rocket upwards when you hit jump.

Love the fact you can double kick for an extra boost. It would be cute if on the second kick your dude brought his right leg up instead of their left again so it was like they were alternating kicks.

I also think the little icon showing the enemy is knocked down is a bit too subtle for as crazy as the firefights get. Got no idea what to suggest instead tho. Maybe make them jiggle a bit on the ground or something?

I spent an embarrassing amount of time stuck on the first battery puzzle in chapter 2 before I looked it up and found what I had mistook for a trashcan in the darkness was actually a battery. Then when I tried to find it, the model had disappeared (most likely glitched OoB when I chucked it) and I had to reload. I feel like repositioning the battery with its logo facing out would have fixed that issue,

Also the way forward in chapter 3 was a little too nebulous. I had trouble figuring out you were supposed to backtrack to the blue door to get the pencil, and then once I got it I figured out I was supposed to use it on the meat mound by sheer luck. I think the issue was it was a lot of 'do a thing to unlock a door... Somewhere else and we won't tell you where' aka Hexen ♥♥♥♥ And if the environment isn't varied enough to notice a difference like a newly opened door. It can feel like a bit of a slog... Like Hexen

But those are small gripes. The shooting feels good, the art direction is killer, and the music is head thumping. You got all the boom shoot essentials right there,
Last edited by Ean Alias; Nov 14, 2024 @ 4:58pm
Marsdudes Nov 14, 2024 @ 6:08pm 
It was really good!!! :BL3Thumbsup:
The visual-design n asthetic is super unique, its like LittleBigPlanet on crack-cocaine haha

Definitely hooked to see what's comin up next for this lil project, im deffo buying this AND the soundtrack on release fr!
@MrKingJupiter@ Nov 14, 2024 @ 10:08pm 
Its very easy to softlock yourself by kicking the batteries and sending them outside the map.
spartanezleonid Nov 15, 2024 @ 8:47am 
I installed the game on a HDD disk and I had the first lag when I first kicked and fired a gun
Golden Sorcerer Nov 15, 2024 @ 8:01pm 
It's alright, but I absolutely hate jumping in this game. It's messy and clunky, all over the place. Also, when you pick up the items and drag around, they can get stuck/dissapear completely (mostly candles)
theoctaneful Nov 16, 2024 @ 4:18pm 
I think the pencil sharpening for bombs needs to be a little bit more forgiving. The majority of time when I'm zipping by to sharpen I instead place a bomb right at my feet.
1mbalanced Nov 17, 2024 @ 10:43pm 
Movement is amazing but id like to reduce momentum a bit because i find myself constantly fall off the crates.
Been very hyped for this game and absolutely love my boomer shooters, so hoping this one sticks the landing.

Shooting/Guns feel super satisfying to use and punchy, so no complaints there.

Just a few minor gripes/ideas when i was playing:

-Adding a way to get ammo drops from enemies:
i found myself having to use the pistol on one of the bosses, solely because i'd decided to use some of my stronger weaponry on grunts and smaller enemies throughout the level.
This ends up punishing players for experimenting with guns unless saving ammo for tanky enemies.
Maybe killing enemies in specific ways could reward player with small ammo drops for some of their guns. promoting killing enemies in various ways.

-Quest/Objective markers:
On my first play-through i ended up getting lost after exploring around for secrets.
Because many of the hallways/textures of the environment can look quite similar, if you lose track of the last door that opened or area you are supposed to head to to progress to the next area.
I feel like adding some objective markers, or better highlighting the next point of interest through level design would be useful for first-time players.

-Locking the kick direction to the direction you are aiming in:
Picking up items to kick (especially while airborne) ended up being hard to aim in most scenarios solely because the kick seems to always be pointed toward the direction you are moving in.
It might be a personal opinion, as i could see the way its currently implemented allowing for some better movement tech, but i feel like the kick overall would function better in combat scenarios if it was always centred on the middle of your screen.

-Enemy visibility
I've seen it mentioned in a few other comments, but enemy visibility really needs some improvement. Launched enemies that end up on elevated platforms or are laying flat on the ground (especially in dark places) can be very difficult to spot.
Improving visibility of enemy outlines or even adding markers to the edge of the screen to point out enemy directions i feel is a must to help show players where hostiles are.

*this would also be great if you could highlight readable notes/usable environmental items as well, as some are placed solely for decoration. Making it hard to decern what's meant to be interacted with.*

-Flashlight visibility
For a game that's often very dark or purposely dimly lit for atmosphere, the flashlight does a horrible job at actually illuminating the surroundings.
To keep that tense atmosphere i'd recommend improving the illumination distance/power of the current cone of light the flashlight projects.
this would still hinder the peripherals of the player to keep the tension up, but would ensuring that the centre of your screen at least always shows what you are you are looking at.

-Clearer tutorials
Some functions/Mechanics in the game really need to be made more apparent. The best example i could think of was that it took me until the 5th level to figure out that the erase function on the pencil could restore your health when used on enemy corpses.
Just simply ensuring that anything that could be used in combat is clearly conveyed to the player once it becomes available to them.

-Vandalism Improvement
This is insanely minor, but making it so that when the vandalism function for the pencil is used on objects, the texture actually wraps around the object, instead of causing half the 'S' to end up floating mid-air because you drew it on the corner of a box or a wall.

There were a few other things related to bugs;
Like certain objects with handles can be moved, but the handles will remain floating in the air. or Enemies clipping through walls after being launched during a fight sequence. But i know stuff like this can be expected in an early build.

Overall i'm absolutely loving the artistic direction & general vibe of the game.
Or when the movement mechanics work in tandem with the combat, you genuinely feel super bad-ass when playing.

Looking forward to the next few chapters, keep up the good work mate!
shade_of_fox Nov 18, 2024 @ 10:31am 
Originally posted by Tactical Pineapple:
Snip

I agree with a lot of this, and I would like to chime in on the jumping feeling off. It feels really slippery and imprecise. The amount of air control you have is nice, but I feel like I need to fight the controls to pull off simple platforming. The game feels really good when you have a flow going, and I like taking in the scenery as I take my time too. Except for the really dark areas where your flashlight doesn't help very much. Aside from that I think there is something really good going on here.
Last edited by shade_of_fox; Nov 18, 2024 @ 7:06pm
JallehBeenz Nov 18, 2024 @ 2:36pm 
I agree about what everyone said about the jumping. Feels a bit too loose.

I had a glitch on my first try of the last boss. One of his eyes spawned in the middle of the room and didn't reduce hp when destroyed making the boss unkillable. Let stuff kill me and was fixed on my next try.

Another thing I'd like to add is the 4 barrel gun seems a bit too strong. All the other weapons felt great. An option to swap guns automatically when running out of ammo would be nice.

Also a way to remove the vision obscuring pop up messages would be great. I don't mind the text but hiding the whole screen is a bit much.

Love what you have here so far.
Freddy Death Nov 20, 2024 @ 7:27am 
honestly the cardboard style remind me of edmund mcmullen bumbo game and i would love to have more indie ref, in the achivement locked there is a bondage boy charachters and if its what i think i can be awesome ! having different charachters from other game like meat boy or retro city rampage would be so cool
Drinkytoons Nov 20, 2024 @ 7:30am 
I saw what appeared to be a foot on the floor, but there wasn't an option for me to suck its toes, this feels like a possible major component of future game-play that isn't being explored at the moment. Any chance of adding a toe sucking mini-game?
jag Nov 20, 2024 @ 9:24am 
This game is AMAZING! I'm really looking forward to the continuation!
And it will be great if you pls upload soundtrack on Spotify and Youtube..🙏
臭推gal的 Dec 20, 2024 @ 1:43am 
awesome game bro :Asukathumbsup:
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