ATOMIC PICNIC is a co-op third-person shooter roguelite! Get together with up to 4 friends to fight hordes of monsters, gain experience to upgrade your weapons, and create the best build possible to survive. Wishlist now: bit.ly/atomic-wish
I Don't know if you how is the game right know, but what I have seen, is that the numbers of the damage is very random I think that the damage adding the last damage like: 10+20 "and the final damage" or you can use the numbers stacking up like: 5 6 25 65 250 down to up or vice versa. Eu nao sei se tu e brasileiro mas parece muito kkk parabéns pelo jogo cês são brabos de mais!!! Your game is so cool everyone is doing a very good job making the game good by taking community advice!!! You can put a option to select what type of damage the player wants and color maybe haha.
I wish the movement was more momentum based, the double jump shouldn't stop you mid-air and it should have more upwards momentum, and the horizontal air dash should just feel smoother, more like a super strong gust of wind than a quick step to the side, and air drag should be significantly removed. As it stands, the movement makes the same frustrating and just kinda feel like Risk of Rain 2 but worse, so having a more momentum based movement system with less things that stop you in place would give the game a more unique feel and set it apart.
Static Dash and Dash shoot 🫡 It would be beneficial to have additional passive abilities that can be unlocked as upgrades beyond the primary description. Thank you for the opportunity to participate in the playtest
Waiting for the game to get on console, idea for you to use is making the anti flying unit grenade a remote exploder, Kind of like a c4, i feel like this would be alot more fair
To be honest, I don't know why you would listen to someone like Asmongold. This dude is one of the worst gamers out there, he is literally unable to read text boxes or follow simple instructions. I think feedback is good, but you should never design around people telling you what you have to change or put into the game. Be bold and confident about your design or project, and don't listen to reactionary engaging-on-a-surface-level typ of people like him.
I was thrilled to dive into the alpha 2 playtest and try the game for first time. The changes are jaw dropping believe it or not; even though it is a small update, but it had a big impact! The gameplay feels more dynamic, with an adrenaline rush around every corner. Fixing the movement issue was a game changer for the game flow or rhythm; the gameplay movement flow is now seamless, but I wish for a faster character in the future or make static dash provide movement speed till I dash. I just uploaded a video + feedback + explaining a bug with Fullscreen, where I explored the game with minimal perks, and it’s surprisingly balanced for both casual and skilled players. But here’s the kicker: I haven’t even unlocked the newer weapons yet cannot wait to try min max it! I’m itching to min-max and push the limits of this game. Thanks, BitcCake studio and specifically to the developers for creating this amazing game experience!
that fast reload looks way too easy to repeatedly perform, making empowered shot almost guaranteed to be up all the time - suggest adding a speed increase to the bar on successive reloads to add a skill component to keeping empowered shots active