I like the look of it, reminds me of Duke3D and Shadow Warrior.
The gunplay is mostly alright. The shotgun could be a bit beefer. The flamethrower seemed quite weak too, and enemies don't have a "being on fire" animation, which you should definitely add along with accompanying screams.
The levels seem to have very odd scaling of objects and buildings. The toilets on the theatre level have very tall stalls, and the sinks were about the same height as the player. Some buildings are quite large with big rooms, often overly so. I don't know if it's a problem, but it's definitely something I noticed. It's just very inconsistent is all.
I didn't know how to progress after getting the green key in the street level.
Levels are good mechanically for the most part. Could use a little more signposting of where key items are.
Baked lightmaps with sprites is an interesting aesthetic choice but kind of uncanny since the characters don’t seem like they have shadows, although I think I saw something for the dog?
Was disappointed that I couldn’t carry my shotgun to the next level.
You have a really good feel for the theatrical. That curtain fall, the cars pulling up.. it’s fun.
Couldn’t figure out how to end the ship level, the button did not seem to work. Similarly in the streets level idk if the lever did the right thing - as the lever is blue, I supposed maybe it should get the blue car going, but it did not. Grew tired of searching more: There’s doors in the street level that don’t open (even though it says "Press E to Open"), I thought it was a bug, but then later I returned to the one door and it has opened, I guess from a trigger? Don’t really like that. The initial impression of the level as kinda open, explore in different directions, was cool. Nightclub looks very good indeed and is a bit laggy indeed.
The enemy AI is obviously a bit stupid, but I think it’s good (am noob), whoever wants a challenge can still speedrun. Level design I quite enjoyed, feels like you are really in that kind of place, even if the stuff with the keys etc. is obviously a bit contrived. More enemy variety would obviously be nice, I guess it will come eventually. Keep it up!
Its obv still early in dev so i wont harp on things, but it would be nice to have sounds and feedback for stuff like opening doors, hitting enemies, moving jumping, etc.
The levels feel kind of off, theyre well designed and all but feel a bit too spacious / empty (rich coming from me i know). I think some more clutter and static objects here and there would help.
Also some sort of melee attack would be cool
(Theres also a folder in your demo called "Shanghai Gold_BackUpThisFolder_ButDontShipItWithYourGame", might wanna remove that lol.)
Comments
good aesthetic and nice variety with only 3 enemy types, here are my notes while I was playing
lvl 1 :
enemies across the balcony from the lever to open the stage don't shoot unless approached
there is a strange floating light at the door that needs the key to open both times
dogs can ghost bark after they die
lvl 2 :
I approached nonlinearly have the green key and I am either midwitted, lost, or bugged and can't open a door
lvl 3 :
the door after the dumbwaiter pushed me aside and I could not continue
good stuff, looking forward to moreLevels are good mechanically for the most part. Could use a little more signposting of where key items are. Baked lightmaps with sprites is an interesting aesthetic choice but kind of uncanny since the characters don’t seem like they have shadows, although I think I saw something for the dog? Was disappointed that I couldn’t carry my shotgun to the next level.
This used to run fine for me, now it does not. It loads fine but in game its janky as shit. Do not know if this is valuable information or not.
https://www.twitch.tv/videos/2244996059
You have a really good feel for the theatrical. That curtain fall, the cars pulling up.. it’s fun.
Couldn’t figure out how to end the ship level, the button did not seem to work. Similarly in the streets level idk if the lever did the right thing - as the lever is blue, I supposed maybe it should get the blue car going, but it did not. Grew tired of searching more: There’s doors in the street level that don’t open (even though it says "Press E to Open"), I thought it was a bug, but then later I returned to the one door and it has opened, I guess from a trigger? Don’t really like that. The initial impression of the level as kinda open, explore in different directions, was cool. Nightclub looks very good indeed and is a bit laggy indeed.
The enemy AI is obviously a bit stupid, but I think it’s good (am noob), whoever wants a challenge can still speedrun. Level design I quite enjoyed, feels like you are really in that kind of place, even if the stuff with the keys etc. is obviously a bit contrived. More enemy variety would obviously be nice, I guess it will come eventually. Keep it up!
Fun to play!
Its obv still early in dev so i wont harp on things, but it would be nice to have sounds and feedback for stuff like opening doors, hitting enemies, moving jumping, etc.
The levels feel kind of off, theyre well designed and all but feel a bit too spacious / empty (rich coming from me i know). I think some more clutter and static objects here and there would help.
Also some sort of melee attack would be cool
(Theres also a folder in your demo called "Shanghai Gold_BackUpThisFolder_ButDontShipItWithYourGame", might wanna remove that lol.)
Added a new level! It's in pretty early stages, just barely got done making it playable before dd.
Changed up the post processing a bit in nightclub. It runs like absolute shit, sorry. But let me know what you think of it.