Idk if something is wrong with the game or me, but i swear i clicked the needed things multiple times and it only worked after a bunch of tries. But nice game, even though some story bits probably flew over my head.
deerstump
Recent community posts
couldn't beat the first level. i find the demon and whether i start praying or not it instakills me. i have an old amd gpu, so i cant play any godot games in vulkan renderer and have to use cmd to play with opengl3. it makes the games launch but often breaks the lighting, shadows, etc. could it be connected to it?
Thank you for taking notes and improving the game. I don't really think i'm the best person to do this kind of feedback thing, so i just tried to write what i thought of my experience. Hopefully the game gets even better!
And i hope more people can learn about your game, because I can see that Rampancy has genuinely more effort behind it than most other games on this site (not saying they're worse, but i think i have a right say that after playing so many games from "New releases" page on itch lmao)
it was rough...
The visuals have no coherency. I guess it's the aesthetic the game has, but even then everything blurs into a noisy gray and green mess, it's easier for the brain to filter it out, some enemies blend with the environment because of that. Text is hard to read, for some reason it's small for me and the font with green color don't help it. Weapons are bound to weird keys.
The pickups are hard to see. There's a reason any arcade shooters have big floating pickups with distinct shapes or even light coming from them. I know a case could be made for ammo/health pickups being small for realism/immersion purposes, but it doesn't fit in here, especially with the visual noise problems. It's hard to distinguish between ammo types too. There's white tubes and red tubes and i still have no idea which one is pistol ammo and which is rifle ammo.
The enemies seem pretty useless, i think i almost finished the game barely taking any hits, but at the same time some enemies hit way too hard and strip full armor by seconds.
The enemies overall are just kinda boring. They're really easy to stagger/stun and present almost no threat unless they're sniping you or ambushing in a small room. By the end i found it easier to just skip enemies and run to exit. The enemy corpses taking space is actually not good. Sometimes piles of corpses would prevent me from entering doorways or passing through corridors, i had to slowly and carefully hit or shoot them to move them out of my way.
The weapons aren't any fun either. I think i accidentally skipped the shotgun, i just couldn't find it. Fists have 0 range and damage. Pistol and rifle aren't much different. Sword, rifle and pistol stunlock the enemy forever, so i only used them.
I think i can see that the project has passion and drive, but man it does need some polish.
A bit basic in execution, but i enjoyed my short time with the game :)
my only notes would probably be that the certain raining from sky was a bit too silly and too on the nose, especially compared to all the other, more subdued and sudden, events that happen. and the optimisation, i know i have an old laptop, but there have to be some ways to make the game a bit more optimized. but maybe it's just a me problem. other than that - good job!
this was a pretty interesting and a bit silly experience. i couldnt figure out how to skip/proceed the text at first because you interact with "LMB" but pressing it again doesnt skip the text? turns out you have to press "E" which took me a couple of seconds to realize. and im not really sure about the "Holding nothing/hammer" text on screen because you can hold only a hammer so it just says "Holding a hammer" for the entire game and you use the hammer only for one thing so it feels unnecessary and silly. not sure about having the choice to grab the bandage either because you have to grab it to finish the game and the game doesnt give you any other choices about picking items up afterwards.
also the game bugs out a lil bit when you interact and skip text in a quick succession (camera gets stuck and you cant look around or interact with anything for a couple of seconds) but it's nothing game breaking.
love the game. cant wait for the next update!
WITH A BIT MORE OF FLESHING OUT AND QA/TESTING, ETC, IT COULD POTENTIALLY BE A PRETTY MEMORABLE DECENT GAME :)
THE VISUAL FILTER COMPLIMENTS LACK OF DETAILS (IF THERE WERE DETAILS THE FILTER WOULD'VE MADE IT HARDER TO SEE THEM). THE SHOTGUN(!) JUMPING(!) IN A DUNGEON IS A PRETTY UNIQUE MECHANIC. THE AMBIENCE TRACK (I THINK IVE HEARD IT SOMEWHERE ELSE) IS A NICE CHOICE TOO. LOVE THE LIMITED COLOR PALETTE, MAKES EVERYTHING LOOK SIMPLE AND COHESIVE. ENEMIES HAVE DELAYS BETWEEN ATTACKS WHICH IS A NEAT THING, A LOT OF INDIE GAME DEVS DONT EVEN ADD THAT IN THEIR GAMES.
WISH THERE WAS A ROOM COUNTER, SO THERE WAS AN INCENTIVE TO PLAY AS THIS IS AN ENDLESS GAME, BUT THAT'S JUST MY THING. ENEMIES LEAVE A SOLID BODY AFTER DYING, IT'S HARD TO STEP OVER THEM WITHOUT GETTING STUCK. THE GREEN GOO KILLS YOU TOO FAST, IMO, IT'S NOT A BIG THING, BUT IN A ROOM WITH A MOVING PLATFORM THERE'S BASICALLY NO 2ND CHANCE TO RECOVER. THE MOVING PLATFORMS SOMETIMES MOVES RIGHT INTO THE WALL BUT I GUESS THATS JUST A QUIRK OF PROCEDURAL GENERATION. AT LAST, SOMETIMES YOU SPAWN IN AN UNBEATABLE DUNGEON, BUT THATS NOT THAT BAD AS YOU CAN JUST DIE IN A GREEN GOO PIT, BUT IT'S KINDA FUNNY TO SPAWN IN A DUNGEON WITH ONLY 2 ROOMS.
idk if it's my 1336x768 screen but the game looks crunchy. the filter coupled with darkness make it very hard to see. i couldn't get past the part where you have to control a robot(?) to get it to stand on a platform because the terminal keyboard didn't register my clicks, i think? sometimes it worked, but i just couldn't even press the buttons most of the time
i swear i saw someone from Vinesauce play this, like, years ago. 2018, maybe? (update: yeah, it was vinny) anyways the title of the game was stuck in my head for quite some time and so i played it.
really nifty visuals. the animations are fantastic, everything feels lively. the dab button remains a forever reminder of our dark past. didn't finish this one. the difficulty spikes are insane sometimes (speaking as someone inexperienced in platformers). the effort and the potential are here tho, that's undeniable.