UTOPIA 9 - A Volatile Vacation
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UTOPIA 9 - A Volatile Vacation

Health
Devs, you have to up the drop rate on health. Even with getting those 2 health perks, they can't compensate for the amount of damage just 1 hit does to the character.

You say you don't want loads of ammo in the game in another thread, so, ok . . . fine . . . you then force the player to melee more where it's inevitable we're going to take more damage. I'm not sure what kind of melee virtuoso can maneuver around 2 enemies shooting repeating bullets, one with a shotgun and another enemy chasing the player with a club.

You make a twin-stick shooter, which would be played largely by people with a controller, then say you want people to have near-perfect aim, thus the lack of ammo. ---scratching my head on this one. This type of twitch-precision aiming doesn't exist with a controller, and if it does, I fully admit I'm not in that 2%.

When the bar fills up and it's time to pick a perk, there should ALWAYS be on option to choose full health instad of a perk, at the very least.
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Showing 1-12 of 12 comments
clippa May 9, 2016 @ 9:34am 
I disagree, I think the stingy health drops make the game much more fun and intense. Are you smashing all of the little green ooze barrels? You often get little bits of health from those and once you've got the "green bottles" and "health from ammo" perks, you should be fine.
I've been playing with the tour guide where you only get 50 health and haven't had a problem getting to the final boss (haven't beat him with her yet though)

Melee is very, very powerful in this game and is so much fun.

You make a twin-stick shooter, which would be played largely by people with a controller

I see this more as a top down shooter than twin stick, it's been balanced for mouse and keyboard. There is no aim assist on the pad and precise aiming is very important. Play on mouse and keyboard, every game is different despite the genre and you have to use the right tool for the job.
For example, nuclear throne is balanced for mouse and keyboard and plays better that way, enter the gungeon is balanced for a pad and plays better with that.
dubstepdeejay May 9, 2016 @ 12:55pm 
Sorry, man. You are wrong. This game is failing judging by the lack of reviews and community posts, which is a shame because it's design it attractive. It's going to be one of those games that's played for 3 hours because there's no progression and people will grow tired of dying on the same level every time, so there will be little word of mouth because it's frustrating.

I'm about done myself due to lack of health, because the enemy hits either take too much health, or the player isn't given enough.

Repeatedly dying over and over with having no ammo, couple bars of health left, and the player is expected to melee an enemy zapping them with electricity half-way across the screen is bad game design.

Gungeon did it well. Neon Chrome did it very well. This game fails as it is right now, but hey . . . glad that it caters to the 2% masochistic gamers who love to overcome nearly insurmountable odds.
>-FISH-D May 9, 2016 @ 4:30pm 
Get gud.



J/K op...but everyone has different skill levels at games. If the devs go in and start adding more health then the game becomes too easy for others. Sounds like what is needed is a difficulty option. That makes everyone happy. EtG needs a difficulty option as well. Neon Chrome does not because you are steadily able to improve your clones by purchasing permanent health and power upgrades. So even though you grind deaths in Neon Chrome there is a reward. Also, don't forget 2 of the mutations in Utopia allow for more health pickups . There is armor as well as a shield that help tremendously as well.
Last edited by >-FISH-D; May 9, 2016 @ 4:39pm
dubstepdeejay May 9, 2016 @ 8:08pm 
Originally posted by Fishsticks:
Get gud.



J/K op...but everyone has different skill levels at games. If the devs go in and start adding more health then the game becomes too easy for others. Sounds like what is needed is a difficulty option. That makes everyone happy. EtG needs a difficulty option as well. Neon Chrome does not because you are steadily able to improve your clones by purchasing permanent health and power upgrades. So even though you grind deaths in Neon Chrome there is a reward. Also, don't forget 2 of the mutations in Utopia allow for more health pickups . There is armor as well as a shield that help tremendously as well.
I already knew the "Git Gud" guy would show up. :ghlol:
dubstepdeejay May 9, 2016 @ 8:10pm 
Adding to my list of complaints: Enemy bullets pass through other enemies.
dubstepdeejay May 9, 2016 @ 8:11pm 
Observation: the two-handed hammer is fun to use, but you will die within 2 levels of using it.
dubstepdeejay May 9, 2016 @ 9:09pm 
Shields: One would pick one up and likely replace their briefcase, so when you run out of ammo, which you will, you have no way to attack.

Bang-up game design.
dubstepdeejay May 11, 2016 @ 2:39am 
Originally posted by Whalegun:
Hey dubstepdeejay

I am sorry to hear that you find the game so frustrating. We have tried to make a game that caters to players who like "twitch-precision", or very difficult games, and feel like we have succeeded to a certain degree.
This will make it less appealing to regular players. But, we have found it is very hard to cater to both categories without hurting either.

We are very aware of the issues you present and take them very seriously. However we are working on it and have potential fixes in the pipeline.

We are working on a more varied gameplay for the start of the game. Hopefully this will make the game less frustrating for players who feels they are stuck there. It should add a sense of progression to spice up the hard kicks in the groin.
However we are certain that you can learn to beat the game. It is hard as hell. Even for us. But once you beat a super difficult game, the reward is so much bigger.

Could it be that the issue lies with the controller support we have made? And not the health drops?
You’re absolutely right that aiming with the controller can be difficult and even frustrating. We’re not overly used to playing with controllers ourselves, but have tried our best at supporting it and have looked to other games in the genre such as Neuro Voider and Nuclear Throne.
Still we have a lot to learn about that.

So, to improve our controller support, please help us understand where them problems originate from.
Is the problem related to aiming at a distance? Is it hard to maintain aiming at moving enemies? Is it too difficulty aiming melee weapons at close distances? Are certain weapons especially problematic to use with controller? Is your own movement causing problems related to aiming?
Furthermore, are you aware that you can change controller aim sensitivity and range. How does changing these value influence your ability to aim and what values do you find to be optimal?
Finally, it’s helpful to know what controller you have and we’d like if you could point us to games you find have really well controller support so that we may learn from them.

Are you aware that you can change the sensitivity of the controller? If yes, does that help with anything?
Are there any control options you find lacking?
What controller do you use? Maybe we haven't made the correct support for your type of controller?

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About enemy friendly fire. Oh man, we have talked a lot about this. The nostalgic Doom feeling of enemies killing each other is priceless. But, it is a lot more complicated than you might think.
Instead we have done what every other twin-stick shooter does. Bullets flies through friendlies. It might seem a little odd, but changing it means a lot of re adjustment.

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About the wrench. The wrench packs a very powerful punch, but it leaves you open. This is intended. That damage output is huge. so, strike when you are sure to get a hit, and be ready to swap weapon set to bring up your other weapons while it is at cool down.

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About shields. We are aware that they most of the time is an nonoptimal choice. They work great with other melee weapons though. Sword and Shield is really powerful.
But yeah, if you dropped your suitcase, instead of holstering it, you might find yourself in a bit of pickle later. Getting rid of your only melee weapon is a dangerous gambit.
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I sincerely hope you won't give up on Utopia 9. We have tonnes of stuff we want to add yet. Some of it directly to fix the issue you have.

- Mathias
I just beat the entire map. Had no idea that was it. Now the difficulty makes more sense.

All along I was thinking 'Jesus, if it's this hard on the first map, what's in going to be like on the 2nd, 3rd etc.'

Overall a great indie effort and I'll be sure to post a positive review.
cs:God May 11, 2016 @ 6:17am 
If you miss health crates you need to stop getting hit. Simple as that
Last edited by cs:God; May 11, 2016 @ 6:17am
clippa May 11, 2016 @ 8:42am 
Originally posted by dubstepdeejay:
I just beat the entire map.

Nice one, man!
Now do you agree with me that it's too easy and needs a hard mode? :D
dubstepdeejay May 11, 2016 @ 12:09pm 
Originally posted by clippa:
Originally posted by dubstepdeejay:
I just beat the entire map.

Nice one, man!
Now do you agree with me that it's too easy and needs a hard mode? :D
Perhaps. If not that then maybe a survival arena.

The game is still hard if you don't get the right loot. For instance, it's almost 'easy' if you are able to get the chargable glove item combined with the speed boost.

Also, dev, you might want to add an option to make the minimap smaller.
Mathias Severin May 17, 2016 @ 5:53am 
Hey guys

And to think we thought the game was too hard :D

Hard mode? Check.
Arena mode? Check.
Small minimap? Check.

All added to the priority list. :)
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