I had a good bit of fun just messing in the demo room, but having just a reference guide for each tiny action is not user friendly at all. I'm sure you could keep the current level of complexity by just having a (default) mode that gives you prompts for button suggestions. like what to press to load a gun when holding a mag and pistol. or a constant reminder that V is drop. Gives me "receiver" vibes. It seems built as an action game, but I'm also getting this horror/noire aesthetic that i'd like to see more of.
Thanks for the feedback! To answer some of it:
Part 2/2 - Read part 1 first
I love the audio and lighting though, the guns are loud and scary like they should be, I just think the long reverb is kinda off-putting in the small rooms in the warehouse, I also like how you can bump on stuff and send all item flying.
Your game has great potential but I think it's marred by bad controls.
Thanks! To clarify, the pacing in the demo level is way off from what I'm trying to achieve. I'm planning to make the action way slower and give more attention to surgery and story related stuff. I have an alright vision of what the final game should be like.
I didn't play much of this game but I just wanted to say that it is very promising. I do have to say that that I think that the systems (and visuals) you are building would be perfect for a survival horror game rather than straight up action.
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