MAJOR BUG!!!
Chapter 2 spawns you in under the map on a fake ground in the dark, this is where I stopped. Tried restarting to no avail.
**********************************************************
Hey Loud Rabbits, Team
You guys have really got something cool here. I'm loving the world and setting, both visually and tidbits of lore wise.
It's nice to see an African sci fi world. The level layouts so far are great and encourage a nice amount of exploration, and the announcement voice overs add a nice sense of realism off the bat.
The arrows everywhere do ruin the immersion, especially in the village, they're everywhere. it felt more natural for stuff like the pump room, valve room and control room puzzle. Personally, I don't think the arrows were needed there either, the coloured lines work nicely as is.
Gameplay wise, limiting the wrist gun to 1 shot doesn't feel great. I almost missed the first shot, and it took a while to reset. Wasn't usable anywhere nearby for the duration of my play which felt a little disappointing. the initial description had me hoping on a wrist blaster as a pistol alternative which I though was a nice story tie in for a pistoleqsue weapon not intended for fighting but that was usable for it.
The movement needs some work, but part of that may be attributed to performance. I'm running a i9 ,4080 pc but movement and performance was noticeably stuttering. It may be a little adhd, but it felt like the game needed more interaction, whether you're letting me frantically spam an attack button or scroll between different items. I felt limited to a walking sim with bethesda item grabbing, but the overall design doesn't fit that.
The stealth system also needs some work. Detection felt brutal initially but once i realised everything was slow enough for me to just run in a zigzag that was easier than sneaking. The opening area of the village is one specific place i feel needs a redesign. My first attempt all the guards were there, and it seemed almost impossible because of how much they reacted and how fast they slide across the ground. I saw multiple paths but I couldn't really see how it was plausible to take them without requiring me to wait ages to examine all routes and guard paths.
Lastly. The game is packaged nicely with a cool menu and settings options. I'd recommend adding multiple clicks or a hold before skipping dialogue though.
Final thoughts:
The world is intriguing, well designed and different, but the gameplay lacked the pacing to keep me satisfied. I desperately wanted more, faster and it felt like the game was holding me back. Minor bugs are here and there but as a dev they gave me a little chuckle, and I know they'll be ironed out soon enough.
This has a ton of potential.
I really hope to see this developed further. The team seems to have got something here.
Sign me up for any future playtests.