First Playable version of the Chaos


I'm really happy to announce that the first playable demo ( proof-of-concept ) of Chaos Circuit is now available! It's been an incredible journey bringing this game to life, and I'm excited to share it with you all. This demo ( proof-of-concept ) serves as a showcase of what I've been working on and offers a glimpse of the world of the Chaos. Altough it still lacks important functionality's like a settings menu...

I encourage you to dive in and experience the game for yourself. Your feedback is invaluable to me, so please don't hesitate to reach out if you encounter any bugs or exploits. Your input will help me refine and improve the game, ensuring the best possible experience for players.

Additionally, for those who want to customize their experience further, you can tweak the settings by accessing the settings.json file in the appdata folder. Feel free to adjust the settings to suit your preferences and gameplay style.

I'm immensely grateful for your support and enthusiasm for Chaos Circuit. Together, we can make this game something truly special. Thank you for joining me on this journey, and I look forward to hearing your thoughts and seeing where this adventure takes us.

Stay tuned for more updates, and keep the chaos alive!

This demo will ONLY be avaiable until 

UTC +1: 17th of March 21:00

Files

Chaos_Circuit_0.1.0_DEMO.zip 4.1 MB
Mar 16, 2024

Get Chaos Circuit

Comments

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(+1)

I think calling this a demo gives off the wrong impression. The game is currently lacking all 4 of its listed "FEATURES" from the main page. This puts criticism in a bad way, because it makes me  wanna respond to it as a demo, instead of what it really is, which is an alpha. A proof-of-concept. That's where the game is right now.

It feels wrong pointing out anything in particular, because I'm judging something that's not really there. The game isn't fun yet. But the *game* doesn't really *exist* yet! The things that will make the game fun, aren't here.

Imagine Vampire Survivors, but its just the first level, with no drops, no upgrades, 1 type of enemy, and 1 player attack. The whip.

Despite this, I'll try to point out the most pertinent things for right now.

- Game starts too abruptly. Make a menu and tell the player the controls.

- Game has polished elements, despite lacking content.

- Bandage feels odd. Let me explain. Touching the bandage causes a counter to go up. But you don't really "collect" it? Plus when you hit it, it just goes in a random direction at a random speed, so it doesn't really feel like its responding to the player. It also didn't occur to me naturally that this was meant to represent "health". I can't say for sure I'd know if it was even a bandage without being told.

-Health. You run around batting this bandage 10 times, just for that effort to be taken away in one hit. Now, I know we've just treaded into the area of unfinished game with this concept, where there will be more traps later, but I still think it's worth pointing out right now.

You might wanna consider changing the entire identity of the object that gets kicked around in the circle. That alone is a fun idea, if a little unsatisfying that it doesn't go in the direction the player hit's it in. But tying that to the player's health feels a little strange.

I'd love to come back once the game has its core features. Good luck with development.

(1 edit) (+1)

Thank you so much for your opinion. You are right. I used all the wrong words... It is a proof of context in its current state. And thank you so much for your feedback. I put almost every single one of your suggestions into my to-do list. Also sorry for polishing the game this much compared to its current state but I wanted to present the game is a kinda good looking state. Again thank you so much for your feedback I appreciate it!

(+1)

I'm glad you're receptive :). Also don't need apologize to me, you're the one whos gonna feel that polish when you inevitably have to refactor things ;) (Its an inevitability with game dev). Again, good luck!

I implemented animations for collecting and losing bandages. I think that was the MOST important thing you said. I also started working on the settings menu, and next thing is the main menu.