1. its most likely my PC (3ghz intel cpu, 2gigs ram, 128 ati gpu pixel shader 2, vertex shader 2), but the cell shaded objects slowed down the game whenever they were close to the camera.(tanks, cars, lamposts, gravestones) - yep, your PC
2. Why aren't you able to skip the intro scenes for each character? They are nice the first time, but I wanted to skip them the second time around. Just add a button to skip it. - you can. the manual is your friend... PRESS ESC or any joypad button-.-
3. The animations have no transitions between standing and attacking, or between standing still and moving. The characters just pop into the next animation. Insert transition animations between animation states. It looks like you dont have too many animations to deal with so it shouldnt take too long. - my bad. ugly code
4. Large walls and trees have sometimes obstructed the view between the camera and the player, namely the Pumpkin's farm level. At that point my only means to locate the enemy was seeing the scream bitmap pop out on top and just try to attack in that general direction. Put in a system to fade out obstructing objects, or rotate the camera to a position where you can see the action. - no, because i hide secrets behidn that - see manual
The scaring mechanism makes no sense. Why should only the vehicle with a question mark register as a scare? Aren't we constantly scaring people on the street when they run away with their arms flailing? Maybe try a new system where you can scare people multiple times or people arent scared of you when they first see you because they think your wearing a costume....then BAM scare them. - for quest purpouses
6. Its probobly personal taste but I dont like the rigid 8 way direction in a non-tile based 3d game. There were a few times with the chainsaw guy where I wasnt able to land an attack because I was restricted to 8 directions while the NPC's arent restricted. - my bad, ugly code
7. Many times in the second level of the Girl's scenario, pedestrian spawn points spawned multiple pedestrians right on top of each other, resulting in them being stuck and spinning violently. I was able to massacre them without effort in a bad way. Put a c_scan check to see if any living NPC's are within the spawn point area and do not spawn an NPC if an NPC is in the way. - also my bad because of ugly code
8. Female pedestrians use the same male voice sound samples. I think its self explanitory what you should do about that. - my bad ugly code...
9. So far judging from all 3 scenarios there is no reason to use the stationary attack over the moving attack. NPC's move too wildly to land a stationary attack unless they are cornered and they "glitch" towards you. This is most noticable playing the chainsaw zombie. - in later levels, the stationary attack helps alot against peole who fight back
The chainsaw zombie is waaaay too slow compared to the others. I found it very frustrating to kill even a cornered target because of the NPC's avoidance. It seemed the only time I was able to kill an NPC was when they glitched toward me since they dont have smooth turning. - thats a combination fo bad code as well as a design choice that didnt work out quite well because of bad code
11. the pumpkin guy's spinning scyth has unreliable hit detection. I was able to swing at an npc and visually make contact but nothing was registered. Even though he spins, it seems you can only hit 1 target. - bad code
12. Its personal taste again, but I cant stand the elevator music during the levels. It seemed way out of place. Maybe a funnier soundtrack would fit the mood. - thats really a matter of taste^^
13. visible nipples on the girl seem unnecessary, but thats personal taste. - i like it^^
14. The blocky levels during the cutscenes should have been models, namely the bed/chamber of the chainsaw zombie looked faceted. - my bad - qickly added
what I liked:
1. its cool that the dead bodies stay - yeah, i like that too^^
2. The pumpkin's run animation is the best out of the bunch, especially when he's running towards the camera. - thank alienheretic
3. The cel shading on the characters is nice. - thanx to xxxguitar511
4. The nonsensical humor during the cutscenes - thankx^^
5. the girl's bat attack with the smoke looks cool - thanx to HeelX
6. the blood splatters and the puddles that stay on the ground - ^^
7. the pumpkin's scare animation - thanx to alienheretic
8. The girl's levels seem to be the easiest because shes fast and has a bigger attack box compared to the chainsaw zombie. - beginenrs character
9. The girl's stationary attack animations seem to be the best of the bunch. - beginerns character
Right off the bat you should be able to tell the advantages of a character once you start playing, but the chainsaw zombie didnt show me anything unique compared to the other characters, other than he is slow and his chainsaw attack is slow. You say he's more powerful in later levels, but you could at least include one strong NPC for him to fight against to show how resilient he is(in this demo). So far the name of the game seems to be movement and he dosent have any of it. - in the manual and website^^
There is too little interaction with the environment, and Im not talking about hidden side quests or anything, im talking about details. Almost every car thats within the playable area is stationary and dosent show any unique sounds effects if it is attacked. There are no trashcans to push aside, no bushes that shake when you walk in them, no opening doors when NPC's are spawned. All npc's use the same sound effects whether male or female. - i heard that a few times, but thats a matter of design. its a hack and slay after all, not an rpg. about the detaisl: you are right
Personally I agree that it looks and plays like a concept demo, and there seems to be lots of polish in the wrong places and not enough in others.
i thank you for your comments, and as you see, i commented all of them. you really took your time playing this. thanx again, it means alot to me. and belive me, there will be lots of changes come time and sequel
but thanx again^^