[9/30/2024] The campaign demo portion is broken. I uh.... not sure if I did something wrong regarding save files but gravity seems to be disabled for me, along with any friction. Cant really test it.
Yeah it was the save issue. Need to not have that happen again.
EDIT: Okay, the combat sim mode works normally. Nice job tightening down the feel of aiming and shooting. It needs at bit more tweaking in my opinion, but that is a personal touch, it definitely is a lot better than before.
Recoil animations and values for pistols should be tuned down, seems excessive when full auto has good control, but pistols whip up and sideways.
Remember: good pistol designs in FPS are easy to control but hard to master efficient use with.
Movement seems slower, but more predictable and controllable. Recommend changing slide to LAlt.
The "Check Mag" function does not work on the P46, but does work on the MP7.
Need to add a delay between loading environments and loading enemies in Combat Simulation, because I die immediately when enemies load before environment.
On one of the stages for Combat Sim, I managed to fall out of bounds quite easily. In the video at the 6:40 mark.
Still need to work on smoothing out movement between sprint, slide, and shooting. Every action feels distinct, I have to plan to do those things instead of doing them impulsively. The slide is the most developed in this regard, sprint needs more work.
MUST FIX: You need to put in an ammo counter. No compromises on this. I would say that if you plan on adding staged reload mechanics, than this is not needed, but until that is well and done, you need an ammo counter for guns otherwise you don't know if you actually finished reloading before you switched to pistol or did another action. Yes, the P46 slide locks back on empty with an exaggerated angle barrel tilt, but most guns that are not pistols won't be as easy to visually determine its loaded status.
Dynamic Crosshairs are cool, but they should be a toggle option. There were many times that the crosshair does not actually point where the bullets are going.
Fix the need to manually delete files from prior versions.
I LOVE THIS I want to say that first so what I say later doesn't come off wrong but THIS GAME IS GREAT, The music is amazing, being able to kick dinergates into the STRATOSPHERE is incredible and I like being able to switch attachments on the fly. I would honestly pay for this game on full release but heres some things I have to say
Recoil is VERY floaty and the dyanmic crosshair makes it hard to aim sometimes
Abilities as of right now don't do anything and I wish there was a heal button
Outside of those, this game is incredible even for the 10 minutes I played there was already more enemy variety than most shooters, the map and graphics are great i was never really confused on where to go, and it ran PERFECTLY at 60fps I cannot give this enough praise why are you still reading my comment go play this awesome game!
Really good game, well made models and good weapon animations. The ability to kick your enemies and the little cutscenes are a welcome feature. My only gripe is that the recoil can feel a bit odd and floaty sometimes.
Last Resort is really solid as a proof of concept. It's obvious right off the bat that Delzay has a lot of passion and ambition. Enemy designs leave a bit to be desired, but the art design of the world and characters is great (the dynamic crosshair is a great UI decision, and PDW's outfit looks phenomenal), and the animation quality exceeded my expectations. Despite some notably muddy textures, the ruined city is just really nice to look at.
The dialogue contains a lot of broken English, but I'm assuming it's not the lone developer's first language so I don't want to harp on it. The actual gameplay has a lot of potential; abilities are currently a bit buggy and the recoil when firing is frankly ridiculous, but I see the vision. I'm hoping there will be more variation in combat scenarios, I'm personally not a big fan of arena fights, but that's a matter of personal preference. My point is that the foundation is there, and I look forward to the dev's future work.
First : the game is awesome and looks very promising for the future. I have no problem with the recoil whatsoever (i mean come on it like every fps nowadays). Just had a bug with skill activation but you can bypass it using the kick command. I'm looking forward the future updates.
This game looks fucking cool, rebalance the recoil to more adequate, make more responsive controls (now it is so cool), and more enemies, and that 3 types are not enough, well, of course, more chapters to make, and at the end to tweak the optimization, and at least in Steam for 15-30 $ release, I would buy, although I'm not a fan of GF, the game is really made cool
I don't konw how to give a good suggestion with my broke english.The only i can do is discribe the problem that i've met.
Frist, i change the gunmode at keyboard "x" to "v", but it didn't works. Second, sometime the skill can not works, but you can change T-doll to fix it (But sometime you can't even change T-doll lol). And i can't start a newgame after i finish the demo. Also i can fire in guncustm just press "r", in TPS mode this situation made my finger bend back.
But it is still worth an experience. I'm looking forward to future updates, Keep going.
As many have commented, the recoil could really get some rework. I think the quick repair should be accessible to all the dolls as it would greatly balance the fast paced combat loop. The aesthetic is beyond phenomenal, I love every second of it.
Lovely game so far. Clearly very early in development, but what is there promising.
The final turret doesn't drop the device needed to end the game for me, but that's probably part of the "Checkpoint/Respawn break the game" known issue. I also had some FPS trouble, but that got sorted after playing for a bit. (EDIT: Got it to drop by doing a no-death run. Not hard once I got use to it)
I love the novelty of playing in the GFL universe, and the enemies are good so far. Looking forward to more of that. The Dinergates are adorable.
Quick suggestions: let all T-dolls heal, and reduce recoil. T-dolls are well beyond what a human can do, so, to sell that fantasy, they should have really good recoil control. (Related Note: I love how we can kick doors of their hinges. That sells the fantasy)
really good dame love the fact you can jump with a grande on pdw but the recoil is kinda insane but overall excited for this project and it will keep my happy till gfl2 en is out
edit: after sleeping i feel like i should just say how truly impressive this game is i hope that i continues and that the dev takes the time they need for this becuase they do have a really good game here
Not just a solid fan game, but a decent FPS all-around judging by the first level. The atmosphere and cutscenes are great, and the voicework, despite being A.I. generated (perhaps fittingly in this case) conveys the story well enough. The enemy A.I. actually knows how to put up a fight and plays by its parameters consistently, so I never felt cheated when I died. They're just honestly good and I need to be at their level. The pacing of the encounters and story beats is also good, which is a rarity both in fan games and in full-scale FPS titles.
There are issues, namely the often uncontrollable recoil of both player characters' guns. Toning this down or making the bloom spread and directional kick more progressive would reward burst firing with increased accuracy
The lack of an ammo counter seriously hinders gameplay, as does the apparent lack of a dedicated crouch button. Some cover can't be fully utilized outside of slides (which to be fair are useful) and the rate of fire of these weapons means reloading is often poorly-timed. This isn't such an issue in the first level since it's moreso an introduction setpiece, but if the game continues development and the challenges get more intense then this poses a serious problem. Movement mechanics such as vaulting are also quite abrupt and lack an organic flow, but this is obviously something that can be improved with time.
However, beyond basic bugs and the usual early-build rough edges, this is a fan game that seriously stands its ground. With more missions, enemies, story beats and basic polish, it could become one of the best fan games ever built around an anime.
My main gripes with this game so far is; the Tarkov-esqe recoil. These are androids that should be equipped with their Fire Control Core so I don't understand why they fire the gun like they're afraid of gripping it, even though the Honey Badger and especially the MP7 have very low recoil.
Moving on to characters, if you are going to use the English names, I highly recommend calling the dolls by their commonly associated names in EN. When H.B. first appeared on screen, I thought she was a OC doll until the cutscene ended and I could use her weapon.
Leading into that, while the idea of switching between dolls is neat, the idea of it just being a quick switch between weapons is not. Doubly so that abilities are bound to specifically to MP7 with her heal and H.B. with her Grenade. So it's not great having to switch back to the MP7 just to press C.
There is also a bug with the healing. If some reason, the energy is full, you cannot heal until you expending some of that energy. Along with that, if you replay the game and pick up the MP7 as H.B., her namesake is broken and her hands are blurred out. Along with that, it also replaces the H.B. with another MP7. Not sure if that's the case every time, as I switching back and forth weapons in that cutscene.
Another than that, GF:LR is looking to be promising.
the recoil is awful it simply needs to be less or not random.
same with shooting muzzle flash and smoke should be way down.
It's never said that we can customize with H and only found it out in the settings
I think the energy loss from double shift running should be less extreme you should embrace the fast-paced movement.
Sometimes skills don't work like pdw scope skill or sometimes the heal doesn't work.
That what I have to say about the negatives. But I loved what I played I played it twice. I think less recoil would make it way more fun. We are playing as taticool dolls they should be super fast and have low recoil I think.
edit.
I don't wanna say anything about like graphics and stuff but I had some major stutters on a 3090ti. So take that for note.
[7/18/2024] I dunno the complete design plan for this so I will only speak to the 60 minutes I spent playing and testing. Keep in mind I have not been active in a game dev capacity for almost a decade now, and I dunno the assets allocated or scope of project, so while this might sound harsh in some parts, I do intend this feedback with great respect to the effort and dev(s).
Aesthetics are good, visuals tie together well and overall nothing seems to stand out. Particles could use more adjustment, definitely some optimization to be had but that can come later. Nice work on the UI, stands out and manages to be immersive at the same time.
Sound design is serviceable regarding BGM and in-combat noise, however definitely need to focus on touching up User Experience regarding player actions (running dry, pickup energy, ability cooldown etc.)
The shown abilities definitely seem fun, however more refinement of the core combat mechanics and polish needs to be done before I want to even attempt to discuss balance or ideas.
The CORE mechanics of an FPS game definitely need work and tuning. Character movement, while fun, is not fluid. Trying to combine ability use with mobility is frustrating. The act of looking around and trying to transition between ADS and point shooting feels very clumsy, to the point I gave up entirely trying to aim using sights. The aim system has the same level of "free float" and pacing that mil-sim or tac-sim games like ARMA or Ready Or Not have, however the game feels and presents like a style action shooter. It also has the recoil impulse values of a sim shooter. It has promise, but focusing on nailing down the feel of the game and its shooting style would be the priority fix in my opinion.
The core concept is there, and as a vertical slice I find the game perfect for presenting the "feel" of the project. Excellent work on that front.
GREAT JOB OVERALL.
- dilydaly
P.S - there were a buncha UI and hard script break bugs I found, but honestly not important enough to post about. DM if ya want em.
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Stella Game
[9/30/2024]
The campaign demo portion is broken.
Yeah it was the save issue. Need to not have that happen again.I uh.... not sure if I did something wrong regarding save files but gravity seems to be disabled for me, along with any friction. Cant really test it.
EDIT:
Okay, the combat sim mode works normally. Nice job tightening down the feel of aiming and shooting. It needs at bit more tweaking in my opinion, but that is a personal touch, it definitely is a lot better than before.
Recoil animations and values for pistols should be tuned down, seems excessive when full auto has good control, but pistols whip up and sideways.
Remember: good pistol designs in FPS are easy to control but hard to master efficient use with.
Movement seems slower, but more predictable and controllable. Recommend changing slide to LAlt.
The "Check Mag" function does not work on the P46, but does work on the MP7.
Need to add a delay between loading environments and loading enemies in Combat Simulation, because I die immediately when enemies load before environment.
On one of the stages for Combat Sim, I managed to fall out of bounds quite easily. In the video at the 6:40 mark.
Still need to work on smoothing out movement between sprint, slide, and shooting. Every action feels distinct, I have to plan to do those things instead of doing them impulsively. The slide is the most developed in this regard, sprint needs more work.
MUST FIX:
You need to put in an ammo counter. No compromises on this. I would say that if you plan on adding staged reload mechanics, than this is not needed, but until that is well and done, you need an ammo counter for guns otherwise you don't know if you actually finished reloading before you switched to pistol or did another action. Yes, the P46 slide locks back on empty with an exaggerated angle barrel tilt, but most guns that are not pistols won't be as easy to visually determine its loaded status.
Dynamic Crosshairs are cool, but they should be a toggle option. There were many times that the crosshair does not actually point where the bullets are going.
Fix the need to manually delete files from prior versions.
кайф
I LOVE THIS I want to say that first so what I say later doesn't come off wrong but THIS GAME IS GREAT, The music is amazing, being able to kick dinergates into the STRATOSPHERE is incredible and I like being able to switch attachments on the fly. I would honestly pay for this game on full release but heres some things I have to say
Recoil is VERY floaty and the dyanmic crosshair makes it hard to aim sometimes
Abilities as of right now don't do anything and I wish there was a heal button
Outside of those, this game is incredible even for the 10 minutes I played there was already more enemy variety than most shooters, the map and graphics are great i was never really confused on where to go, and it ran PERFECTLY at 60fps I cannot give this enough praise why are you still reading my comment go play this awesome game!
Really good game, well made models and good weapon animations. The ability to kick your enemies and the little cutscenes are a welcome feature. My only gripe is that the recoil can feel a bit odd and floaty sometimes.
Looking forward to more!
great game,wish you guys do better,thanks!
Professional and awesome game ! Thank you very much !
厉害
what was your mission!solder!
the game holds a lot of promise and i really hope it goes in a good direction
Will it be available on Steam?(I can't open the URL QAQ)
Last Resort is really solid as a proof of concept. It's obvious right off the bat that Delzay has a lot of passion and ambition. Enemy designs leave a bit to be desired, but the art design of the world and characters is great (the dynamic crosshair is a great UI decision, and PDW's outfit looks phenomenal), and the animation quality exceeded my expectations. Despite some notably muddy textures, the ruined city is just really nice to look at.
The dialogue contains a lot of broken English, but I'm assuming it's not the lone developer's first language so I don't want to harp on it. The actual gameplay has a lot of potential; abilities are currently a bit buggy and the recoil when firing is frankly ridiculous, but I see the vision. I'm hoping there will be more variation in combat scenarios, I'm personally not a big fan of arena fights, but that's a matter of personal preference. My point is that the foundation is there, and I look forward to the dev's future work.
First : the game is awesome and looks very promising for the future.
I have no problem with the recoil whatsoever (i mean come on it like every fps nowadays). Just had a bug with skill activation but you can bypass it using the kick command.
I'm looking forward the future updates.
This game looks fucking cool, rebalance the recoil to more adequate, make more responsive controls (now it is so cool), and more enemies, and that 3 types are not enough, well, of course, more chapters to make, and at the end to tweak the optimization, and at least in Steam for 15-30 $ release, I would buy, although I'm not a fan of GF, the game is really made cool
For those with skill-issues (as in can't use the Doll skills) and recoil-issues:
I found that kicking then using a skill fixes the issue of them being unusable.
To fix recoil, you just have to complete the demo, then when you start a second playthrough the recoil is like any CoD.
I don't konw how to give a good suggestion with my broke english.The only i can do is discribe the problem that i've met.
Frist, i change the gunmode at keyboard "x" to "v", but it didn't works. Second, sometime the skill can not works, but you can change T-doll to fix it (But sometime you can't even change T-doll lol). And i can't start a newgame after i finish the demo. Also i can fire in guncustm just press "r", in TPS mode this situation made my finger bend back.
But it is still worth an experience. I'm looking forward to future updates, Keep going.
As many have commented, the recoil could really get some rework. I think the quick repair should be accessible to all the dolls as it would greatly balance the fast paced combat loop. The aesthetic is beyond phenomenal, I love every second of it.
Only takeaway is the recoil other than that really good concept so far, hyped to see it progress.
Lovely game so far. Clearly very early in development, but what is there promising.
The final turret doesn't drop the device needed to end the game for me, but that's probably part of the "Checkpoint/Respawn break the game" known issue. I also had some FPS trouble, but that got sorted after playing for a bit. (EDIT: Got it to drop by doing a no-death run. Not hard once I got use to it)
I love the novelty of playing in the GFL universe, and the enemies are good so far. Looking forward to more of that. The Dinergates are adorable.
Quick suggestions: let all T-dolls heal, and reduce recoil. T-dolls are well beyond what a human can do, so, to sell that fantasy, they should have really good recoil control. (Related Note: I love how we can kick doors of their hinges. That sells the fantasy)
really good dame love the fact you can jump with a grande on pdw but the recoil is kinda insane but overall excited for this project and it will keep my happy till gfl2 en is out
edit: after sleeping i feel like i should just say how truly impressive this game is i hope that i continues and that the dev takes the time they need for this becuase they do have a really good game here
Not just a solid fan game, but a decent FPS all-around judging by the first level. The atmosphere and cutscenes are great, and the voicework, despite being A.I. generated (perhaps fittingly in this case) conveys the story well enough.
The enemy A.I. actually knows how to put up a fight and plays by its parameters consistently, so I never felt cheated when I died. They're just honestly good and I need to be at their level. The pacing of the encounters and story beats is also good, which is a rarity both in fan games and in full-scale FPS titles.
There are issues, namely the often uncontrollable recoil of both player characters' guns. Toning this down or making the bloom spread and directional kick more progressive would reward burst firing with increased accuracy
The lack of an ammo counter seriously hinders gameplay, as does the apparent lack of a dedicated crouch button. Some cover can't be fully utilized outside of slides (which to be fair are useful) and the rate of fire of these weapons means reloading is often poorly-timed.
This isn't such an issue in the first level since it's moreso an introduction setpiece, but if the game continues development and the challenges get more intense then this poses a serious problem. Movement mechanics such as vaulting are also quite abrupt and lack an organic flow, but this is obviously something that can be improved with time.
However, beyond basic bugs and the usual early-build rough edges, this is a fan game that seriously stands its ground. With more missions, enemies, story beats and basic polish, it could become one of the best fan games ever built around an anime.
linux :(
one day I will find way to run this (look very nice)
download quota exceeded :(
same lol
edit: I was able to download it
edit2: yo no way, a dropbox Mirror download link just appeared
So far it isn't so bad. The graphics are alright.
My main gripes with this game so far is; the Tarkov-esqe recoil. These are androids that should be equipped with their Fire Control Core so I don't understand why they fire the gun like they're afraid of gripping it, even though the Honey Badger and especially the MP7 have very low recoil.
Moving on to characters, if you are going to use the English names, I highly recommend calling the dolls by their commonly associated names in EN. When H.B. first appeared on screen, I thought she was a OC doll until the cutscene ended and I could use her weapon.
Leading into that, while the idea of switching between dolls is neat, the idea of it just being a quick switch between weapons is not. Doubly so that abilities are bound to specifically to MP7 with her heal and H.B. with her Grenade. So it's not great having to switch back to the MP7 just to press C.
There is also a bug with the healing. If some reason, the energy is full, you cannot heal until you expending some of that energy. Along with that, if you replay the game and pick up the MP7 as H.B., her namesake is broken and her hands are blurred out. Along with that, it also replaces the H.B. with another MP7. Not sure if that's the case every time, as I switching back and forth weapons in that cutscene.
Another than that, GF:LR is looking to be promising.
I wish I could play, but it just keeps on stating that I don't have "Microsoft Visual C++ Runtime". So I can't execute it :(
Ok this was good but i have a few issues
That what I have to say about the negatives. But I loved what I played I played it twice. I think less recoil would make it way more fun. We are playing as taticool dolls they should be super fast and have low recoil I think.
edit.
I don't wanna say anything about like graphics and stuff but I had some major stutters on a 3090ti. So take that for note.
[7/18/2024]
I dunno the complete design plan for this so I will only speak to the 60 minutes I spent playing and testing. Keep in mind I have not been active in a game dev capacity for almost a decade now, and I dunno the assets allocated or scope of project, so while this might sound harsh in some parts, I do intend this feedback with great respect to the effort and dev(s).
Aesthetics are good, visuals tie together well and overall nothing seems to stand out. Particles could use more adjustment, definitely some optimization to be had but that can come later. Nice work on the UI, stands out and manages to be immersive at the same time.
Sound design is serviceable regarding BGM and in-combat noise, however definitely need to focus on touching up User Experience regarding player actions (running dry, pickup energy, ability cooldown etc.)
The shown abilities definitely seem fun, however more refinement of the core combat mechanics and polish needs to be done before I want to even attempt to discuss balance or ideas.
The CORE mechanics of an FPS game definitely need work and tuning. Character movement, while fun, is not fluid. Trying to combine ability use with mobility is frustrating. The act of looking around and trying to transition between ADS and point shooting feels very clumsy, to the point I gave up entirely trying to aim using sights. The aim system has the same level of "free float" and pacing that mil-sim or tac-sim games like ARMA or Ready Or Not have, however the game feels and presents like a style action shooter. It also has the recoil impulse values of a sim shooter. It has promise, but focusing on nailing down the feel of the game and its shooting style would be the priority fix in my opinion.
The core concept is there, and as a vertical slice I find the game perfect for presenting the "feel" of the project. Excellent work on that front.
GREAT JOB OVERALL.
- dilydaly
P.S - there were a buncha UI and hard script break bugs I found, but honestly not important enough to post about. DM if ya want em.
well said about the recoil
I can see that heal struggle and having to press V (kick) to undo the bug