RAGDOLLS N EXPLOSIONS

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Blow everything up in this explosive physics-based game where you must not die when everyone is trying to attack you. You can select multiple classes from a shotgun to a rapid fire grenade launcher! Collect cash by killing enemies and use that cash to purchase classes and maps.

The gameplay? Well, just shoot all enemies and take advantage of the surrounding explosives to survive. You can buy new maps and new classes to get the highest score.

If you are feeling bored and want to see some cool explosions, then this is the right game for you!

In Ragdolls N Explosions, every mechanic is physics-based so you can make most objects go flying!

Other game pages:

Gamejolt
Itch.io
Game website

The game is currently unavailable in this website so please go to either gamejolt or itch.io to download the game.

Features:
Added 2 new classes, 1 new map, 4 different bosses, a setting where you can turn on/off always render the ragdolls.

Bug Fixes:

Fixed jumping, mouse is now hidden, rifle class is now able to shoot properly, fixed "kingdom" map and "grids" map that has too much enemies

Possible upcoming features :

Accesories, class customization, more classes and maps, multiplayer, pvp multiplayer, online in-game level editor, daily rewards, quests to do, more

Roasts

vladyslu 4 years ago

Hey. How are you? I played your game, and I think that it is very fun to play. The shotgun is difficult to aim tho. I made a video about how I played it.
https://youtu.be/cOd2eH8u3kw
You can hear my opinion there. Thank you.
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GREYSETH 4 years ago

Sorry for the UI inconvenience, I made this in a small laptop screen so I didn't know it would have different placements, I should have added Res settings. But thanks for trying it!
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ZbyszekKielbasa 4 years ago

How do you even boot up this game? After opening the folder with the game I can't find any executable to run it.
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ZbyszekKielbasa 4 years ago

Downloaded it from gamejolt
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GREYSETH 4 years ago

So you're able to run it now?
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GREYSETH 4 years ago

Just launch the setup and follow the instructions
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GREYSETH 4 years ago

So, it's now reuploaded and you can reinstall and well it's 2020 so you know how it is and well, sorry
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Hobmo 4 years ago

Hey GREYSETH, I downloaded the file from both Itch/Gamejolt, ran the installer. It installed but I couldn't find the actual .exe to play it. If you get it working, hit me up for feedback :)
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GREYSETH 4 years ago

Please wait for about 30-40 minutes while I publish the RIGHT setup to both gamejolt and itch. Follow the gamejolt page and when I post something in the game page it means that it's fixed. Sorry for the inconvenience.
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GREYSETH 4 years ago

Ok so, I reuploaded the right setup and you can reinstall it from either itch or gamejolt
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Hobmo 4 years ago

Thanks for that, feedback below :)

The camera controls on the Y axis felt very difficult to control until I inverted it in options menu. I'd prefer camera controls not to be inverted by default (as in, by default I want moving the mouse upwards to move the reticle upwards/the camera's 'position' downwards).I think this is more of a genre-standard for FPS games, so would be more intuitive.
The camera in general feels very cumbersome. Half of the screen-space is taken up by the player character so I can't see some things infront of me. If you move next to a wall the camera can get squished between the player/wall, so you can't see anything. If you don't want to do a conventional FPS camera, I'd suggest copying how other 3rd-person shooters do their camera; I assume the camera doesn't change elevation when player moves the mouse, it can pass through walls to prevent being stuck on it, etc.
The UI is a little funky ATM: 1. The healthbar/etc appear a bit high on the screen for me (1680x1050 resolution), not in the screen's corners. And 2. The game's text can be seen through walls (which looks pretty confusing). I guess this isn't the biggest deal right now, as you can polish the UI after core mechanics are done :).
The gunplay felt very loose. I get that you're going for a goofy-feeling, ragdolly type of control set, but when I tried to shoot targets while strafing, the gun would be pointing another way so I couldn't hit them. It felt kinda frustrating/unreliable.
I feel like the shotgun needs more kick...I watched it closely and it does recoil after you fire, but overall it still feels very loose/unimpactful. I think it's partly problematic because the gun/your arm kinda just float around, so the gunplay inherently feels loose.
The movement controls feel a bit off to me...you hold down WASD and there's a split-second pause before your character starts moving at full speed. I wonder if it'd feel better if instead of having the player move immediately, they need accelerate to full speed/decelerate to standing still. If you do this well, possible player feels like their movement has some weight/inertia, which could feel better, and make the game feel more crazy-physicsy.
Player movement also felt a bit slow. On a separate note, would a sprint mechanic or something similar be appropriate in this game?
The enemy in the first room flies around so fast/chaotically he's almost impossible to kill, especially due to the player's slow move speed, the enemy wildly knocking the player around, and the aforementioned sluggish camera controls/gunplay. I never killed him, he flew at me until he assumedly glitched out of the room and I continued on.
Need to be able to manually reload instead of firing until gun out of bullets. Also needs to have some sort of visual indication you're reloading, whether that be an animation or something.
Jumping around the air vents felt unsatisfying...I think the slow movement speed/sluggish camera contributes towards this. It didn't feel like a fast-paced/crazy physics/platformery style thing, which is what I assume you wanted. Also dislike how jumping on the vents forces the camera to look upwards at the ceiling; makes it a bit difficult to look at where I'm going.
There was a moment I jumped around the vents, hit slow-motion, and fired at a target. That felt cool. I think you should focus more on letting the core mechanics let the player do wacky/goofy acrobatics, while still being able to shoot on target. Things like faster move speed and more acrobatic mechanics (eg to dive/roll) could help with this.

Hope that's useful, pls give feedback on my project thx :)
https://www.roastmygame.com/game/project-t
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GREYSETH 4 years ago

Thanks so much for the feedback, if you're uncomfortable with the slow character movement it's just because some classes like the shotgun, grenade launcher, and some more that I forgot actually has slow speed(classes like arson, rapid, Noah has high speed). And I did design the shotgun to be hard to aim since the grenade thrower is cheap. But again, thanks for the feedback and I will play your game when I have the time(cuz now is really not the right time).
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GREYSETH 4 years ago

Oh and one more thing, don't blame me for making inverted y axis default, blame cinemachine for that, cuz it gets really confusing for me to get the game UI toggle value false, but cinachine invert bool value true
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GREYSETH 4 years ago

And I rated your game btw
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