This is a mixed bag for me - there are some good things and bad things, lets go through them :
1) Not the worst gunplay, The shotgun feels exceptionally well done here, good sound design adds to that but I think you could benefit from camera shake. I'm not too entirely sure how to make good third-person feel so I think you'd benefit from watching other 3rd person games to study how they do gunplay in those games.
If anything, for additional polish - I'd suggest that you have different reticles for sniper, shotgun and asssault rifle and with every shot - show how much recoil the player is having from rapid fire - infact, I'm not even sure you have recoil implemented in the guns at all. I feel like unless you're going for a manic-high adrenaline gameplay like Devil May Cry or DOOM, then you should integrate some form of recoil in your gunplay.
You also definitely need ammo - ammo plays a crucial part of determining how much downtime a player is forced to especially in a gunfight, and allows the player to alternate between offense and defense, especially if the enemy also needs to reload. I think the lack of ammo makes this 'demo' very mediocore. This is especially true as sniper rifle is quite OP in Guerilla as I just sprint and headshot everyone easy.
2) UI/UX - you have done some good things and some okay things. I like the way you put the ammo on where the reticle is, easy to spot how much ammo I have left. Kudos!
For the next steps, I think you need a reload UI animation, especially for your shotgun as it seems like its a pump-action where you reload by a bullet-per-bullet basis, you should show the ammo counter going up one-by-one. Look up how some third-person shooter games do it.
I did NOT understand what the bars on the bottom left and bottom right were. It only took some time to figure out the green bar was the health bar.. and that's it. I still have no idea what the two other bars were. Your tutorial was quite well done if anything - but you forgot to teach about what the bars mean.
3) Lots of mechanics, on one hand it's pretty cool to be able to do a lot of things. In fact, some of these are quite well executed. The dodge roll feels somewhat smooth, the slow time is pretty cool (but when does it ever run out..,?). Having multiple guns is always a plus. The melee is a plus when enemies get close. It's not bad on passive observation but when I think about it, it's also a bit too much mechanics maybe. Here's what I mean,
Unless you have planned for what these mechanics will add to the gameplay, as of now I think you have too much and half of them don't add to the gameplay at all.
Dodgeroll doesn't really add anything. I also didn't need to slow down time. This comes from an average if not below average FPS player but I could just hold sprint and shoot people down from far away. Even in the boss fight, I wouldn't really get hit if I just hold sprint. The only times I get hit in the boss fight were when I let go of the sprint button - so I kept it held on. Dodgeroll only works when you have large sweeping, telegraphed attacks - look at Furi and Dark Souls for example. Dodgeroll also only works when you have cover to dodge behind - and even in the Guerilla map, the enemies were not threathening enough to force me to cover anyway.
I did not need melee - the only times I did it were for fun, and to test it out. But in hindsight, they do not add anything. This is because you have infinite ammo in the current version - which detracts alot of the experience I feel.
4) Thematically, EH. For such a cool-looking game, it's a bit unfortunate that it wasn't implemented better.
In overall, I sound like I'm bashing a lot. Advance apologies for that. These are my thoughts and by all means - you can accept them however you like. If anything, I accept counter arguments, I'm sure we can both learn from this. And hey, you're off to a good start, you have a lot of functions in place - you really just need to sand out the rough parts, maybe remove a few things, polish up the gunplay, and I think you would then be off to a good start.
Cheerios.
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