The art is on point, the game feel is great too. The enemies are bit too aggressive, and it's very difficult to dodge their shots. Another thing, you should have mentioned there's some NSFW material in the game, I was streaming this on Twitch and entered the room full of pixel art naked ladies and had to scrub it from my stream. Not that I have any issue with the material, moreso that Twitch is Twitch and is anal about it. Good stuff otherwise.
I thought the deal with Twitch is that if it isn't extreme, and the point of the game is not NSFW content in that it is something that appears in the game but is not the point of the game. And in this case it is artistic photos that are very pixelated that appear on the wall. That Twitch isn't going to have a problem with it. Anyway I've been meaning to implement a system that replaces such textures used with kittens and puppies if you would prefer for things like streaming. It's probably getting to a point where that is necessary.
The enemies are actually all hitscan, so their attacks are just raycasts. There is a delay as to where they will shoot. So if the timing is right you can "dodge" attacks. I'm considering replacing it by having them fire projectiles instead. So I might do that when I update the enemy AI to give them a bit of a cooldown before they attack -- to aid with stealth gameplay; should potentially make them a little less aggressive.
You defs went hard on the visuals, I like how much detail you have to the maps despite the limited level design behind this old FPS formula. It is a bit too hard right at the start though, perhaps better enemy placement or ammo suply increase could do the trick.
Overall, this is a pretty stern W3D-shooter. Would play again.
I'm moving it towards being a bit of an immersive sim (stealth) game. Those systems are kind of half baked at the moment, as I haven't overhauled the enemy AI yet. But you can actually sneak around and what you do is either more or less stealthy. The light actually affects how you are detected too -- you can currently shoot most of them out. So the idea with the start is first playing sneaky and attacking enemies from behind where you get a damage bonus if you are close enough. There is also an SMG nearby, if you run and open a secret door.
But having said all that, I do recognize that a lot is not being adequately communicated yet about the gameplay, and some of the mechanics may need to change -- like being able to shoot whilst leaning. The start of the level is likely more difficult than it should be as it is basically the second of what will likely be three levels. Plus, I have played it so much I know all the secrets and stuff so it is very easy for me.
Anyway, I'll give your game a play once voting begins and give you some feedback.
Comments
The art is on point, the game feel is great too. The enemies are bit too aggressive, and it's very difficult to dodge their shots. Another thing, you should have mentioned there's some NSFW material in the game, I was streaming this on Twitch and entered the room full of pixel art naked ladies and had to scrub it from my stream. Not that I have any issue with the material, moreso that Twitch is Twitch and is anal about it. Good stuff otherwise.
Thanks for the positive feedback!
I thought the deal with Twitch is that if it isn't extreme, and the point of the game is not NSFW content in that it is something that appears in the game but is not the point of the game. And in this case it is artistic photos that are very pixelated that appear on the wall. That Twitch isn't going to have a problem with it. Anyway I've been meaning to implement a system that replaces such textures used with kittens and puppies if you would prefer for things like streaming. It's probably getting to a point where that is necessary.
The enemies are actually all hitscan, so their attacks are just raycasts. There is a delay as to where they will shoot. So if the timing is right you can "dodge" attacks. I'm considering replacing it by having them fire projectiles instead. So I might do that when I update the enemy AI to give them a bit of a cooldown before they attack -- to aid with stealth gameplay; should potentially make them a little less aggressive.
Anyway thanks for playing!
You defs went hard on the visuals, I like how much detail you have to the maps despite the limited level design behind this old FPS formula. It is a bit too hard right at the start though, perhaps better enemy placement or ammo suply increase could do the trick.
Overall, this is a pretty stern W3D-shooter. Would play again.
Thanks for playing and the feedback!
I'm moving it towards being a bit of an immersive sim (stealth) game. Those systems are kind of half baked at the moment, as I haven't overhauled the enemy AI yet. But you can actually sneak around and what you do is either more or less stealthy. The light actually affects how you are detected too -- you can currently shoot most of them out. So the idea with the start is first playing sneaky and attacking enemies from behind where you get a damage bonus if you are close enough. There is also an SMG nearby, if you run and open a secret door.
But having said all that, I do recognize that a lot is not being adequately communicated yet about the gameplay, and some of the mechanics may need to change -- like being able to shoot whilst leaning. The start of the level is likely more difficult than it should be as it is basically the second of what will likely be three levels. Plus, I have played it so much I know all the secrets and stuff so it is very easy for me.
Anyway, I'll give your game a play once voting begins and give you some feedback.