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Gameplay feedback:

  Mohawk (helicopter) and Prowler (stealthy) don't seem worth it.
The helicopter dies from a single stray rocket, random spam and attacks from behind. Alt+arrow for strafe worked in DooM because field of view always pointed away from the player. Here, strafing is hard to get used to. Since there are already 2 keys for ability, why not make one of them "strafe left" and the other "strafe right" ? Also, because helicopter lacks a clear point, it's harder to aim.

Stealthy Prowler is very slow and not especially fun to play. To the point that only effective way to play is to cloak after every rocket fired. You crawl towards a victim, then shoot at close range, then recloak. Visual notification is quite subtle, there's no sound and you end up mashing the ability key never quite sure if it already worked. So it kinda works against newbies... but sneak attacks are also effective with Goliath (the fat one) and Tornado (multifire). So I don't see the point. And here's the kicker: advanced players see it because they play (and aim!) by radar. This is an issue when fighting away from the crowd.

Thoughts on upgrades: - I would appreciate a kind of "laser sight" upgrade. Each level would render a laser line in front of your plane, and the line would get longer with levels.



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Mohawk can strafe

You might benefit from more strafing.

Cool, lacking the ability to strafe.

There was a fairly fundamental aspect of having to practice engine exploits in the Quake games: strafe-jumping. https://quake.fandom.com/wiki/Bunny_Hopping

If you just moved around using the obvious controls then you would generally get destroyed by opponents who had mastered that unintuitive way to move fast.


Heh, some people's strafing in Quake is anything but simple to track. Good players don't just move left and right in consistent patterns.

UT2003/4 fights can be very taxing mechanically


See ~3:30 in the video for strafing.

ah, you beat me to it. I linked some videos that highlight strafing in quake. Here's my favorite ut2k4 vid that would highlight what you're saying

https://www.youtube.com/watch?v=uSoE44v1CTQ


How about conservation of momentum?

Or, introduce levels of difficulty - perhaps as something slightly subtle like ratio of the space-bar missile?

The invisible zones as you wrap around to the other side are way too big.


Strafing was in Wolf3D too. In fact I think it was intended as the core mechanic for defeating the Episode 1 boss.

1. would also allow you to strafe...

no strafing?

Certainly the developers knew about it in general, or they wouldn't have put the controls in. My contention is that even they hadn't yet fully internalized just how useful it is. By the time of Quake it's clear that it had gotten to the hardcore, and by now of course it's just part of playing 3D games. But it took time for everyone to realize it. 3D was a pretty big jump. I'd say that the "bug" that strafe + forward was faster than either alone, which was pretty common for a long time in 3D games, reflects that. There's no reason to have that bug or leave it in if you have deeply internalized strafing as a viable option. It happened precisely because it was viewed as an exceptional case rather than the way that almost everyone would be running around all the time.

I'd also observe that biologically, "strafing" is fairly hard, and the idea that you can strafe at the exact same speed you can run forward, safely, for long periods of time, is absurd. What we have instead is faster turning than keyboard controls offer, and more flexibility in general, but not literally the ability to "strafe" at 90 degree angles. It's an adaptation to limited 3D environments. (Strafe + forward gives a more realistic 45 degree angle of shoot to movement. I think in reality that would still be a fairly extreme thing to maintain all the time, but it's closer to realistic. 90 degrees is just absurd.) As it is implausible, it is perhaps not surprising it took a while to become popular.


One popular game bug in the Quake series was "strafe jumping" [1]. It became a canonical movement technique that got ported into other games.

[1] http://en.wikipedia.org/wiki/Strafe-jumping


Hey HN,

I posted about this a while back and got some good feedback about it, so I hoped you could help me out again.

I finally got a demo out, and I want to try to make it as good as possible, but I need some help figuring out what works and what doesn't. Considering I have played all of these levels and everything many times, its hard to judge it.

Currently, the consensus is that it needs tweaking done to the jumping and the movement. Adding a delay after you die, and there were some other suggestions that I will have to look up again.

I was wondering if you guys felt the same way, and I was hoping you would find more stuff wrong with it so that I can make it better. I look forward to getting your feedback!


Just add strafe jumping and a rocket launcher

Sweet game, nicely done!

Enjoyed figuring out what the hats are for, and how to use them.

In no particular order:

- with the blue hat, keeping c pressed will turbo-toggle invisibility. It looks like it does something, but it doesn't

- when you are in the air while doing a big jump (green hat) and then switch to speed (pink hat) you suddenly lurge forward and miss your jump. Ouch! In the same style, when walking to a cliff and switching hats (to get to the green one) you enthusiastically run into the cliff the moment you equip the pink hat.

- having two different jump buttons with the green hat is confusing. It's also not consistent with the pink hat. The pink hat makes you run even if you don't press c, but the green hat doesn't "upgrade" your normal jump with x.

- I haven't been able to figure out what the yellow (music?) hat is for.

- I only discovered by accident that you can use the dead bodies of the bigger enemies as plateau.

- touching the spikes with a toe kills you instantly. Not very forgiving.

- it took me a few levels to figure out that you have to walk _past_ a door to trigger it, that standing in front of it and hitting some keys doesn't work.

- having to switch quickly to the right hat can be frustrating. Especially if you see enemies approaching from both sides and you accidentally cycle past the blue hat.

- I got stuck on the level where you have to scare one of the big guys into a cliff with the red hat. I can stand on the body, but I can't make the jump to the exit because the avatar either hits his head on the ceiling or doesn't jump far enough. I suspect there's some kind of floating ability I missed. Hrm.

Nice game though. Congrats!


Hey everyone, I finally got a demo of my game out, and I was hoping, because this was the first place I posted about it, I could get some feedback for you guys.

Currently, the general consensus is this: The jumping needs work The movement needs more precision There needs to be more optimization

I was wondering if you guys could give me some more feedback, I want this game to be as good as possible.


strafe jumping in quake is far from trivial also various weapon aided jumps are required to play at the highest level, ut also has its own dodge jump mechanics and shield jumps. https://www.youtube.com/watch?v=A1MJPMl8B5Y

the engine physics explanation is explained here https://www.youtube.com/watch?v=rTsXO6Zicls

being unable to execute this during a match like a duel means being at a massive disadvantage.

example of good strafe jumping coupled with a plasma jump to secure map/item control and pressure the opponent on the back-foot. https://youtu.be/GFTmYD95-cQ?t=1592


- Upon starting a level, hold reverse to escape :D

- Undocumented: [Shift] toggles between first person and top-down

- The camera tumbles endlessly if a perspective change finishes while the tab is unfocused. Discovered both when I used [Ctrl]+[Shift]+[Tab]

- It's pretty common in games to make players slide along walls when moving against them at an angle. That does make less sense for a tank, though.

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