from a graphic designer's perspective the noise kinda shoots the maze puzzle in the foot, good visual storytelling is all about leading the eye, with the noise and the monochrome you can't help but have to reorient yourself and grasp at your barrings every time you turn, making looking for that pattern in the walls very difficult. I think the noise would grate on the player's patience leaving many a playthrough abandoned much like phi's even if the shambling skeleton monster didn't always know where you were.
@jurilentis5899Ай бұрын
Well, while we are giving constructive criticism... Talking about the tutorial and inventory and the gun that's not there for 5 minutes while pacing back and forth is kinda frustrating to watch. We get it. You're frustrated. Move on, i want to see the game! x'D
@PHIplaytestingАй бұрын
I definitely get that. The video is for the developer's benefit, not for entertainment purposes. There's a link to the demo in the description if you'd like to try it out yourself though.
@jofersgamesАй бұрын
cool visuals
@TwistyTrav2 ай бұрын
Its good to be back
@FederxDev2 ай бұрын
what a blast from the past.
@smthnsmthnidk3 ай бұрын
this is going to my bing watch file, srs tho cool video
@randomdude10943 ай бұрын
Is that an L3 chassis with a turret?
@offlcersam3 ай бұрын
it looks like the L6/40, the company behind it also designed the L3/33 and a few other tanks
@typicalslow82093 ай бұрын
Cool video, you have a very calming voice it’s nice
@JNJNRobin13373 ай бұрын
so thats how it used to look?
@snoopcena45949 ай бұрын
Loving this content as always!! How do you select the games you play test?
@PHIplaytesting9 ай бұрын
I just do whatever I feel like really
@eduardoxduduhao788810 ай бұрын
Belo game, ainda em desenvolvimento?
@PHIplaytesting10 ай бұрын
Yes!
@TouchUpStudios11 ай бұрын
Thanks a bunch for the test play! I can tell there was a lot of frustration with the controls and handling, these are some of the first areas I will be updating on the next release. I have a new car controller already set up, I just need to get it added in. You have given me a lot to think about
@EnterpriseKnight11 ай бұрын
13:53 you could increase the area on which you can activate the switch
@mccad0011 ай бұрын
Thanks for playing, very thorough feedback, much appreciated I’ve noticed a few graphical issues that other players get that don’t seem consistent between machines, they’re difficult to diagnose unfortunately but I’m making it a priority
@jofersgames11 ай бұрын
Glad to see this is still cooking after nearly a decade
@PHIplaytesting11 ай бұрын
Bro has it been that long?
@PHIplaytesting11 ай бұрын
I done went and pronounced the name of the game wrong didn't I
@davido5317 Жыл бұрын
I mean this isn't from my understanding what playtesting really means in the general scope of the industry, but as far as giving this indie dev constructive feedback you did an amazing job. Is this something the developer had asked of you or something you are just doing for fun/ kindness of your heart?
@PHIplaytesting Жыл бұрын
IMO, it is playtesting with informed opinion and analysis. I appreciate the kind words! In this case, the developer didn't request this from me but they did upload a public build of the game for the purpose of receiving feedback. So you could say it's done out of kindness, an enthusiasm for game design, and also I learn a lot from the process of analyzing other people's projects. I'm curious to know how you found the video, if you don't mind sharing.
@snoopcena4594 Жыл бұрын
Excellent constructive criticism! Can't wait to see more!
@snoopcena4594 Жыл бұрын
Great video as always man!! Playtesting is one of the most crucial parts of game development and you blast it out of the park!
@jofersgames Жыл бұрын
we blastin
@snoopcena4594 Жыл бұрын
Awesome playtest! As a gamedev, all the critiques and comments you make absolutely help!
@PHIplaytesting Жыл бұрын
For anyone watching who may be curious, here was the response I wrote up for the developer after recording this video: _"As I said in the video, I found it easier to critique the various details of the implementation than to give meaningful input on the overall concept, so I wanted to take some time "offline" to think properly about it and write up a response since you had asked for my input. This is a bit of a challenging concept._ _The actions you're performing in the core gameplay are quite mundane, but I think perhaps that sort of thing can work well when you have something going on over the top of it, if that makes sense. It seems like you've left a lot of room for thematic or narrative elements here with the themes you started from. If you can deliver thematically interesting things to the player over time as they go about their more mundane tasks, maybe in a way that "justifies" the tasks and provides a drive for players to want to continue doing them and progressing. I'm being intentionally vague about how exactly you could do that because of course there's a lot of ways. It could be as simple as delivering a story bit by bit, or it could involve events that affect gameplay, or it could take the form of more formal mechanics always present in the game._ _I think the concept of being able to deliver thematic elements over time is stronger than the idea of a constant race against the clock, so perhaps it would work better to tone down the time pressure considerably, to the point of it being less of a challenge to beat the clock and more of a "regular obligation." You might even do some subtle things like make the feds forcibly take the money from you if you have it but didn't get to the point of paying yet when you run out of time, or let the player go into debt once or twice on their rent before being taken away, just to put some padding around the point of running out of time so it's less of an instant lose situation._ _It does leave open the question of what to do with the multiplayer._ _As I mentioned in the video, I really want to see the fact that you move between the VR and real worlds have some gameplay significance. That's an interesting puzzle to consider. I think you would need to have some kind of connection between the two, such that things in the real world could somehow affect things in the VR world and vice versa. Maybe if you go too long without eating IRL the fatigue would start to affect your ability to function in VR. Maybe if something breaks down in your IRL apartment you have to do something specific in VR in order to get the resources you need to fix that. Things like that._ _Putting these two things together, the idea of getting "interrupted" out of VR by an emergent event IRL that you have to deal with is really cool. In the current demo, hearing the knocking on the door while in VR subtly hints at that kind of thing. Imagine suddenly something scary starts happening right outside your window. The amount of tension you can create just with audio, suddenly yanking you out of the colorful world you were absorbed with and forcing you to reconnect with the gray, oppressive reality you were doing your best to escape from, that can straight up spike your adrenaline. On an emotional level there's great potential there._ _By the way, I'm not trying to encourage you towards scope explosion. This seems like something that would easily go in that direction if you weren't very careful. But what I shared here is what makes sense to me for this concept."_
@01100100110010011001 Жыл бұрын
Thanks for the video! I'll make sure to add some deadzones and inverted camera controls. I appreciate your insights, especially on the combat.
@ronesansinteractive Жыл бұрын
Thank you for checking out our demo! Your feedback has brought to light some previously unnoticed issues in the game, which we will address in our upcoming updates. We greatly appreciate your comprehensive analysis!
@rodbot Жыл бұрын
Hey, thanks for playing! Sorry for the performance issues, there's a lot to optimize. I'll address a few comments you made. >You should be able to remove chemicals with right-click. You can do that already. What happened is that you were mixing multiple chemicals together: chemicals cannot be removed with right-click once they've been used in a reaction. The alchemy stuff definitely needs thorough explanation (or lots of player experimentation) to feel good, sorry about that. Next build will have a tutorial. (Also, I see you figured this out yourself later in the video, nice.) >The indicator for chemical concentration isn't immediately obvious I agree, I like your idea of making the center-connecting lines have different effects based on how much stuff is being used. I'll look in to that. >You can get interrupted by debris and get stuck on props Also agree, I've disabled collision on destroyed props and dead enemies on my working build. As for getting stuck on props, I think there's something wrong with the friction of the props that makes you unable to squeeze past them. I'll look into it. >Dead enemies should be very distinct from their alive counterparts. I'll get on that as well. >Laser enemies are introduced too early or in too great a quantity. I agree with there being too many laser enemies. They're very common right now because they're the only "common" enemy types currently implemented. I plan to add more common enemy types, most of them being short range or melee, which should help. >There's no indication that chemicals are being used in a combination in the menu. Yep, I'm aware of this one. I've considered making something like a bracket on the right panel that shows how every chemical was used, but I couldn't think of a way to do it neatly. Your suggestion of using the ring fills is pretty good, the rings could be segmented to show the color of each product it's making. >Are there other combinations planned? Yes, the chem roster is incomplete. >There's no reason to explore a level after finding the exit Correct, that is the case right now. I plan to add more roguelite-y features such as upgrades and buffs you can acquire in the levels. >Are there any combinations where you need different ratios, e.g. 2 of one thing and 1 of another thing, or is it always 1:1? Currently it's only 1:1, the alchemy system is already super confusing as is (you know this first-hand) and having something like that would complicate it even more. Mayyyyybe I could implement that once there's a really good tutorial and great documentation, but I dunno. >Are you supposed to just use an equal amount of everything? Is that the best combination in the game? By no means. You're supposed to use whatever your enemy is weak to, you're supposed to be rotating between high concentrations of a few chemicals. This will use more ammo than spreading your chemicals out but the enemy will likely die in very few hits, so it makes sense to me. A mixture with everything in it does a decent amount of damage because it covers many damage types, but it excels in no particular task so it's not very efficient. I can try to nerf the everything-mixture by messing with enemy weaknesses/resistances. Also, you seemed to have trouble understanding what a few chemicals do, so I'll explain them: * Volatile tar gives a debuff that does nothing on its own, but causes the character to explode when hit by any source of fire. Good source of fire damage. * Purifying wash clears debuffs, you got that one right. * Plasma causes electricity to arc to the closest character, be it friend or foe. The "explosions" are just an indicator of the range of the electricity, what's really happening is that the closest enemy to the center of the "explosion" is hit with the electric arc. Since they are being hit with plasma, they will also cause an electric arc to spawn and hit a nearby enemy (it can't hit the previous enemy.) So it's a chain reaction kinda thing, good for AoE but also dangerous because you can get hit by it yourself. Also, electric chains carry over the mixture of the initial attack, so you can use the plasma as a vehicle to apply any chemical to a crowd. For example: using a bunch of volatile tar and plasma together will cause an entire crowd to gain the tar debuff, then you can just hit one of them with a fire shot and the whole crowd will explode at once. * Cryogenic fluid can be used to freeze enemies. Very useful against the bomb enemies, which can't explode while frozen. Thanks for playing, again.
@PHIplaytesting Жыл бұрын
I'm glad you found it useful! I'll reply to a couple of points. I probably didn't articulate this well enough in the video, but I think the fact that you can't right-click on elements to remove them after they've "reacted" is too big of a usability issue. I understand that there's a logical conflict of what happens after you split the elements if there's other reactable elements present in the mix. But it's very clunky having the only way to remove things being the "clear everything" button and that along with the fact that it's so easy to inadvertently create reactions and such. Especially in a game like this; I don't think you'll be able to successfully combine the fast action with these alchemy mechanics unless you can improve the usability of the system here, even if it means reworking some things or giving up on some possibilities you had planned for. It seems near impossible to figure out the actual effects of all the different things through only experimentation. It would probably make a huge difference to provide detailed explanations of what all the things you're mixing up are doing in the alchemy screen. Yeah you probably can't read much mid-battle but you have lots of opportunities for down-time while you're outside of battle to play with it. (I would also add a check for when you're out of battle and switch off the timer while you're in the alchemy page then.) I think all the changes you mentioned you'll work on to the fundamental (action) gameplay will make a huge difference, and will give the rest of the game's concepts breathing room, so to speak, so that will be cool to see!
@nsv8613 Жыл бұрын
Nice!
@HijackHornet2 жыл бұрын
Sent to me by the dev itself
@jofersgames2 жыл бұрын
dripping in tasty vibes 😋
@Wasmachineman2 жыл бұрын
I have played through most of TT and holy SHIT this such a fun game. Rather repetitive though, but that's just the nature of Chibi-Robo!/Tiny Talos. Wish EntranceJew would continue development of his game :(
@jv9ufxcy2 жыл бұрын
6:15 I too like Dragon Marked For Death
@orikalin2 жыл бұрын
For sure~ The witch was one of the main inspirations for the spell casting system. I enjoyed DMFD, but fealt it had A TON of design flaws. This spell system actually started out as a drawing system, where you used the right stick to draw glyphs over the character to do spells, but I decided that it was too inconsistent and difficult to use. There are many mechanical differences in this spell system, but I would like to further differentiate it from its inspiration.
@jv9ufxcy2 жыл бұрын
As long your system can be as satisfying as quickly inputting the right spells to get level 3 shotgun lightnings I'll be looking forward to your progress because Witch is probably my favorite implementation of a spellcaster in any game.
@elifdot2 жыл бұрын
Quick question, but would you have any problems with me using your gameplay for a review about the current peripeteia demo on steam?
@PHIplaytesting2 жыл бұрын
Hi, I don't mind if you want to use some of the footage, but you're aware that this is an alpha build from two years ago right?
@elifdot2 жыл бұрын
@@PHIplaytesting First of all thank you very much for letting me use the footage, I will mention you in the credits as it should be. Second I am aware that this build is from the Alpha and more than a bit old, my intention is to compare the different itterations and contents of peripeteia with the current Steam build.
@PHIplaytesting2 жыл бұрын
@@elifdot Ok! As long as you're using the footage responsibly, please feel free.
@qujo1232 жыл бұрын
I haven’t seen this demo version
@BrannoDev2 жыл бұрын
Thanks for the play through. It was extremely useful to see what you struggled with. I'll make sure that your feedback doesn't go to waste.
@AXELmetroidFAN2 жыл бұрын
Think you'll make a return to this when updated ?
@PHIplaytesting2 жыл бұрын
It's possible!
@jofersgames2 жыл бұрын
noooooooo its still too hard noooooo 😂
@uhavemooface3 жыл бұрын
I wish NCsoft would just bring the game back and just charge people like blizzard does. A monthly fee would be great for them financially. There are so many people that want this game back to.
@Waro1493 жыл бұрын
Great feedback as always! Having the border show which direction you get spotted from would probably make things a little less confusing I imagine
@ttewi3 жыл бұрын
27:55 good job discovering them speedrunning strats
@yusufprometheus23643 жыл бұрын
You should play the new version of game !
@jv9ufxcy3 жыл бұрын
This is all still very useful and I think I can use most of your feedback to smooth the experience out. Stuff like the dash cooldown was much more painful than I thought and circle colliders for the player make it a lot easier to move around. Picking up the shuriken by walking into the enemy makes sense and I don't remember why I took that function out. I also see where I need to make it clear how the attack inputs work and I'll have to think about ways to make it not frustrating in the future. Maybe I should play with the inputs in the way you mentioned or find a way to simplify it to one button. On elements I see what you mean about it being boring by itself. I'll have to think of another way to salvage that system beyond weaknesses, maybe some debuffs would be useful if I had enemies that took more hits to kill. Anyways thanks again for the playtest. It's the most I've learned about someone playing the game beyond them just not knowing about the rest of the moveset or finding the enemies too chunky to have fun with
@Soykaf_3 жыл бұрын
Many Thanks for this playtest! made me find a lot of things to fix or change. the powerup at the very start, you were supposed to jump up and exit through a secret path. hopefully it'll be clearer in the next update.
@kisudisu3 жыл бұрын
Just wanted to say: thanks again for the invaluable feedback! I've been taking a lot of it into consideration and applying some changes to the game's core design in preparation for DD40.
@Miseric0rde3 жыл бұрын
>keeps bitching about difficulty with aiming >as the tutorial information about RTD appears, which he entirely ignores
@m.g.electronic37073 жыл бұрын
Really great video :)
@Waro1493 жыл бұрын
Always appreciated! Lots of things to work out still
@PHIplaytesting3 жыл бұрын
You've got something very interesting! I suspect that for a stealth game you end up having to make things a lot more forgiving and give the player a lot more free information than you think you should in order for it to be fun. MGS for example goes so far as to give you a top-down radar that even displays the exact view cones of everything around you. Deus Ex (the first one) is strictly first person but the enemies are honestly *really* dumb in regards to their ability to not notice you and forget about things.
@Waro1493 жыл бұрын
@@PHIplaytesting the lack of information is to encourage players to really learn the levels and to consider many different tactics, too much information would remove experimentation i've updated it however to add a line of sight indicator, and also gave the plunger an added secret fun functionality for those who are accurate of course it's still early days, many things can always change!
@reginaldstubtoe41853 жыл бұрын
thumbsdown for bully kitten
@malferno20783 жыл бұрын
Thanks so much man, this is amazing! You're amazing! Felt great joy and pain watching you play,. Took a lot of notes (sorry about the camera). If you're curious, the gun printer needed to be installed in the abdomen to unlock the ability, and the icons in the "Abilities" menu were to indicate which body part the modules need to be installed in to unlock the ability but CLEARLY it's not intuitive and I'll definitely need to fix that, lol. got a lot to think about now, thanks again!
@yokcos3 жыл бұрын
this game's got a pretty great concept. I wonder if there's value in the idea of having the end goal of the game be to reach some very high up place. and you need to chain-kill enemies from the ground all the way up.