Great work on the level design; keep it up! All three levels currently in the demo have their own flow, which feels great. Bonus points for circling the player back to the next gate after acquiring a key.
I felt that the game was too easy, I am not sure if I missed a difficulty setting, but given the amount of damage I was receiving and the availability of healing items, I rarely dropped below 90 hp. Moreover, I could move always in the same direction that the enemies would always be shooting where I was and never leading their shots. You could consider adding the ability for enemies to start leading their shots depending on how long they have been shooting at the player, such that the longer they are alive the more of a threat they would be for the player.
The player movement slides a bit too much imo. Especially if we consider the ship level which contains a bit of platforming/narrow walkways, so if I stopped pressing a wasd a decent bit before the edge I would slide off anyway.
Not sure if it is intended, but crouching while jumping slows down your movement and breaks momentum, personally it felt odd, but might be the desired behavior so idk?
I also hit a visual bug in the first level, where a wall would disappear depending on the angle from which I was looking, dropping a screenshot in case it is of any help
I felt the damage feedback (when I was damaged) was too intense. I was getting 2 points of damage done but it felt like 10+ Is the sounds that enemies make on death vs on them being damaged from the same pool? They sounded interchangeable to me, which made it harder to tell when I should stop shooting. I did Nightclub, and it felt like the rooms and corridors were too big. As a bug (I assume) I had to keep crouching again and again in the vents even after getting in
Game was a lot of fun. The level design had a good amount of variety. I especially like the city level and how the environment kept changing between wide open streets, buildings, underground caves, as well as the little tram section. The weapons felt good to use although I feel the shotgun is a bit weak as you have to get really close to the enemy in order to 1-shot them. Also the flamethrower enemies seem a bit bullet-spongy.
In the ship level I got stuck on this ladder here:
Comments
Great work on the level design; keep it up! All three levels currently in the demo have their own flow, which feels great. Bonus points for circling the player back to the next gate after acquiring a key.
I felt that the game was too easy, I am not sure if I missed a difficulty setting, but given the amount of damage I was receiving and the availability of healing items, I rarely dropped below 90 hp. Moreover, I could move always in the same direction that the enemies would always be shooting where I was and never leading their shots. You could consider adding the ability for enemies to start leading their shots depending on how long they have been shooting at the player, such that the longer they are alive the more of a threat they would be for the player.
The player movement slides a bit too much imo. Especially if we consider the ship level which contains a bit of platforming/narrow walkways, so if I stopped pressing a wasd a decent bit before the edge I would slide off anyway.
Not sure if it is intended, but crouching while jumping slows down your movement and breaks momentum, personally it felt odd, but might be the desired behavior so idk?
I also hit a visual bug in the first level, where a wall would disappear depending on the angle from which I was looking, dropping a screenshot in case it is of any help
I felt the damage feedback (when I was damaged) was too intense. I was getting 2 points of damage done but it felt like 10+
Is the sounds that enemies make on death vs on them being damaged from the same pool? They sounded interchangeable to me, which made it harder to tell when I should stop shooting.
I did Nightclub, and it felt like the rooms and corridors were too big.
As a bug (I assume) I had to keep crouching again and again in the vents even after getting in
Game was a lot of fun. The level design had a good amount of variety. I especially like the city level and how the environment kept changing between wide open streets, buildings, underground caves, as well as the little tram section. The weapons felt good to use although I feel the shotgun is a bit weak as you have to get really close to the enemy in order to 1-shot them. Also the flamethrower enemies seem a bit bullet-spongy.
In the ship level I got stuck on this ladder here: