MADNESS: Project Nexus

MADNESS: Project Nexus

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Anyone else think the game just feels...wrong?
I can't point to any one thing that turns me off the gameplay, but I think I've pinned down a few sticking points.

The controls feel just ever so slightly less responsive than you'd want them to. If they were more sluggish, it'd work for a tactical style game where you have to move deliberately and with forethought. If it was just a bit easier to move and pick up new weapons (specifically the weapon you want out of the often jumbled mess of different weapons on the ground) it'd make sense for a fast paced arcadey kinda game that I think they're going for.

I've never liked how your health worked/was communicated. The regen on the current chunk of health you have works well enough when you're facing enemies with just the right kind of damage output to punish actual mistakes without just chewing through it all in a couple seconds. But when that's not what your facing it's usually either super easy unless they get a stun lock going, then have fun dying over the next half minute. Or it's you need to know ahead of time every detail of what the next enemy will do and know exactly how to counter it before the fight starts, or all you can do is drag it out. As for how it's displayed. Please, for the love of god, just give me a health bar. One that visibly shrinks when taking damage. The wiggling cube is complete bs that needlessly obfuscates how your character is doing.

On the subject of communicating stuff to the player. It's not a major issue, but would it be too much to ask that what our stats do be presented in exact numbers? Individual stat increases are so small that I have to second guess myself as to if they do anything at all.

If it were less obtuse to pick up exactly the weapon you want, the gunplay as it is would feel alright, not stellar, but good enough. Early versions also let you pick up ammo for your weapon if a dropped weapon had it. Seemed like a perfectly workable solution to the piles of weapons that accumulate. It's not that it even let you use a single gun through an entire arena mission, just that you could use a gun you liked for more than a few seconds.
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Showing 1-8 of 8 comments
[MM] WMan22 Oct 1, 2021 @ 2:39am 
I struggled at first but after playing a LOT of arena as an intermission between playing story, a lot of stuff just "clicked" for me, especially if you think of this less like a shooter and more like a Streets of Rage/Double Dragon type brawler.

I thought the game was unreasonably hard at first but then I realized there's actual thought that goes into what you do if you want to succeed, for example, you can easily dispatch zombies with a charge attack, the tac bar can be refilled with melee, you wanna get some space in between you and enemies by constantly dodging if you get surrounded, and with the dodge in mind, basically the way health works is if one of your squares is a darker color get away from enemies and start trying to throw things at their faces until it becomes a full color again because it fills back up with a clockwise bar, which is technically your "health number".

If you ever run out of ammo, throw your gun at the highest priority threat's face instead of just simply dropping it.

tl;dr, if Violence is what you require, Violence is what you must ACQUIRE. The game is meant to be improvisational just like the original series. The closest analogue to how the combat works is the knife throwing scene from John Wick chapter 3 where they're constantly pulling everything from the environment to attack each other with. Once you learn to do that, the game will feel better.
Last edited by [MM] WMan22; Oct 1, 2021 @ 2:40am
I AM DOTA Oct 1, 2021 @ 2:51am 
I like to think the gameplay as a mix between doom and zelda botw, doom because you need to always be on the offensive if you want to survive, and zelda because you're constantly changing weapons on the fly as you're fighting. It's the type of game that you gradually get better at exploiting imo.

But I do agree that some game mechanics aren't properly displayed, there's also an option in the menu that displays damage numbers if you didn't already know. It really helps with knowing how much it takes to kill an enemy type.
T-Bone Biggins Oct 1, 2021 @ 3:08am 
Took me more than a few hours to get adjusted to the movement and aiming. Had a bad first impression with the demo. Going from the 2d flash game I know the odd feeling, you get over it in time and get adjusted. Pay attention to the yellow square under your aim reticle. It shows the depth of where you are aiming. Once you're used to it it becomes natural, took me ~6 hours doing the arena.

As for ammo get the core gun skill, each core skill level up gets you another spare mag for all guns. By level 2 core gun skill with an ammo belt and a vest that each also hold +1 mag you will be able to rip through the early Foundry levels without running out of ammo. Higher core level means more ammo, keep pushing it.
Last edited by T-Bone Biggins; Oct 1, 2021 @ 3:10am
Lucifervex Oct 1, 2021 @ 5:14am 
in the flash game i always had an empty weapon slot and tried to grab a weapon in the arena to add it to my stash in case i die, or to equip other members for free. In this one, it's way harder but less punishing i feel. I kinda prefered the gameplay in the first game, and the gore.

You can't feel the impact of the weapons. And swapping is too slow. In the series, Hank grabs weapons on the floor in a second while moving, here you have to stop, you can't swap on the move which kinda ruins the atmosphere.

I really like the game tho. I expected a carbon copy of the first game but it's not really. I hope they'll improve the gameplay in the future.
T-Bone Biggins Oct 1, 2021 @ 1:07pm 
Originally posted by Lucifervex:
in the flash game i always had an empty weapon slot and tried to grab a weapon in the arena to add it to my stash in case i die, or to equip other members for free. In this one, it's way harder but less punishing i feel. I kinda prefered the gameplay in the first game, and the gore.

You can't feel the impact of the weapons. And swapping is too slow. In the series, Hank grabs weapons on the floor in a second while moving, here you have to stop, you can't swap on the move which kinda ruins the atmosphere.

I really like the game tho. I expected a carbon copy of the first game but it's not really. I hope they'll improve the gameplay in the future.
There are acrobatic skills that let you pick stuff up a lot faster.
Lucifervex Oct 1, 2021 @ 7:29pm 
Yeah I got the first ones but it's still not very smooth.

After rewatching the series I realized that the game isn't as nervous as I hoped it would be. It's still good but doesn't feel super MADNESS. like i would really like to be playing like a maniac, spinning guns around to shove the empty mags in grunt heads in melee, shooting in all directions, grabbing my enemies to make them suffer.

Hank is really cruel in the series and I wish I could play exactly that. A cruel, fast and bloodthirsty maniac. Screw combat mechanics, enemies should be cannon fodder that you cut through with ease.
And guns should have aimbot. I wish I didn't have to aim. Like imagine if the aiming was automatic, allowing you to shoot multiple enemies at once, behind you while you slash through hordes of dudes. Since ammo goes away quickly, it wouldnt be that much of an issue I think
[MM] WMan22 Oct 2, 2021 @ 5:09am 
Originally posted by Lucifervex:
After rewatching the series I realized that the game isn't as nervous as I hoped it would be. It's still good but doesn't feel super MADNESS. like i would really like to be playing like a maniac, spinning guns around to shove the empty mags in grunt heads in melee, shooting in all directions, grabbing my enemies to make them suffer.
Play on madness difficulty, bring flashbangs as your throwable item, when you run out of ammo, throw weapons at grunt faces before you pick up new ones. Trust me, you'll get that experience.
Armalight Oct 2, 2021 @ 11:15pm 
Originally posted by Lucifervex:
Yeah I got the first ones but it's still not very smooth.

After rewatching the series I realized that the game isn't as nervous as I hoped it would be. It's still good but doesn't feel super MADNESS. like i would really like to be playing like a maniac, spinning guns around to shove the empty mags in grunt heads in melee, shooting in all directions, grabbing my enemies to make them suffer.

Hank is really cruel in the series and I wish I could play exactly that. A cruel, fast and bloodthirsty maniac. Screw combat mechanics, enemies should be cannon fodder that you cut through with ease.
And guns should have aimbot. I wish I didn't have to aim. Like imagine if the aiming was automatic, allowing you to shoot multiple enemies at once, behind you while you slash through hordes of dudes. Since ammo goes away quickly, it wouldnt be that much of an issue I think
So what, you don't want a GAME? Like yeah, a gamemode like this would be fun for a bit, but the game needs to actually have difficulty and mechanics. What you're describing is just a power trip with no skill, which can be fun, but not for an entire game.
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Date Posted: Oct 1, 2021 @ 12:13am
Posts: 8