Hello Frogshark, thank you for the Swordy beta key.
Played for about 45 minutes.
I love the art.
Love the interact "RB" pop-up balloon/bubble, love how it looks. Wish it should up a little more in the tutorial/intro level.
Onto the suggestions!
Get rid of the Unity Launcher window if you can.
Make it known early on that Back on the controller opens the options - I was assuming these would be accessed via the Start button, and for a long while I wasn't aware that the game had any options.
Give your game a default app icon so it doesn't show the default Unity logo icon on the taskbar.
Animate the character a little bit so he's not so stiff while idle!
Add sound effects for:
- Navigating the Start menu.
- Picking up a weapon.
- Sound effect for initiating a punch?
- Colliding fist with wooden dummy - sound effect is too quiet? Make it louder!
- Sound effect when jumping
- Sound effect when landing
- Sound effect when weapon colliding with skin
- Sound effect when coin falls
- Sound effect when coin is collected (it's super quiet)
Possible bug in the intro/training area - I'd press LB or RB to try and pick up the big hammer or a big sword.
I'd extend my arms like I was trying to pick it up, but the weapon would remain stationary.
After about a second, my character would just give up and arms would return to normal.
Add some sparks or something when the sword collides with wood!
About 1 out of 5 hits might make some wood fly out (need more!), but all the other hits were dull and boring.
Running with the sword pointed upwards (and not trying to control it), sword clips through head and torso as I run.
Sword spins in place while stationary, looks a little weird? This is only on the tutorial level though, wouldn't notice it in the main game modes.
When getting hit, as well as changing skin colour, maybe change the clothing colour too?
I wish there was some sort of HUD for player health, player names, death count, coin count
Add sparkles when picking up a coin!
Tree/plant on top-left of map clips through wall in the breeze.
D-Pad doesn't work on map selection (using Xbox 360 controller on Windows 7)
Names above heads would help prevent players from getting confused.
Add emphasis on kills - text overlay, or huge sound effect, or something, it feels lacking at the moment.
Round timers / kill limits?
Let players enter their names.
Okay, those are my observations
For me, for local PvP party games, Mortal Kombat, Mario Kart, and Smash Bros are my favourites.
Those all have heaps of bulky sound effects, on-screen HUD/GUI, healthbars, lots of particle effects.
I would suggest juicing-up Swordy a lot more if possible, make every little action and collision and piece of data pop and stand out.
At the moment it feels like I'm running around and fighting (which is excellent) but without the feeling of fear (How many more deaths can I take? What placement/rank am I? What's my health at? Does it even matter if I die?)
All the while wondering, when is this going to end? Need to know when the end is, whether it's time-based, score-based, death-based, coin-based, etc.
I see you've got the circular score board for each player on the ground, but I don't feel it's all that great, hard to tell who has what, or what it even means at first glance.
But Swordy runs well, plays well, and is silly in that fun sense.
Just just needs more visual stuff (particles, HUD text, data/scores) and audio stuff (more sound effects! more exciting music!), would help improve Swordy I reckon!
Also, I don't seem to be able to quit the game with only the controller, have to click the Quit button