🕹️ First Impressions
Even in its early build stage, this game already feels like it knows exactly what it wants to be. From the flashy, punchy visuals to the satisfying sound effects, it's clear that the talented devs are building something special, and from scratch too!? That’s so cool to see!.
🧠 Core Feedback
I have a lot of feedback to give because I genuinely want to see this game succeed.
🧟♂️ Enemies & AI
The biggest issue I had was with the enemies. They have several noticeable flaws:
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At certain angles, they simply disappear.
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They often get stuck, and sometimes it's unclear if they’re dead or just bugged, since there’s no spawning or death animation.
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The AI feels predictable and too easy. I rarely felt threatened during my first playthrough, except one time I almost got one-shot… only to find out they can walk through walls! That felt more frustrating than challenging.
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Since enemies only spawn near the player, it’s possible to abuse this by playing "ring-around-the-rosie" with them.
⚙️ Upgrades & Onboarding
At the start, I felt pretty confused. When I got upgrades, I didn’t really feel a difference, and I skipped reading the descriptions because the game never gave me a proper break from the action. I didn’t want to stand still and get hit by something sneaking up behind me.
One particular moment of confusion was when my screen colors suddenly changed. I found out later it was because I auto-picked up the nuke ability right after killing a monster, but at the time, it just added more uncertainty.
🔊 SFX & VFX
The sound effects are good — punchy and satisfying, but I’d love to hear a bit more variation to keep things fresh a slightly pitch variation would do wonders.
The visuals overall are great, but I do have one nitpick, when you shoot a monster, the blood feels slightly out of place. It looks a bit too retro or pixelated — more like cubic bits than blood droplets, in my opinion.
🕹️ Controls & Sensitivity
The sensitivity felt inconsistent:
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On controller: way too slow
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On mouse and keyboard: too sensitive
That said, it still felt surprisingly decent overall — it just made flicking impossible and quick turning a bit unreliable. Sometimes when I tried to quickly turn 90 degrees, I ended up spinning 180 or even 360, which made shooting and repositioning difficult.
❤️ What I Loved
Despite some of the issues, there’s a lot I truly enjoyed:
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The fact that this is made from scratch is just awesome!
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I love the art style is so clean and sweet.
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The sound and visual effects really fits the game.
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I’m a big fan of having an upgrade system, that’s always a plus.
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The game’s page and presentation are neat and well done.
🐛 Bugs Encountered
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When I tabbed out during a run, I died and got softlocked. When I tabbed back in, I could still use my gun but couldn’t use my cursor, so I was unable to press “Retry” or “Exit to Desktop.”
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On another occasion, I tabbed out and when I came back in, all the enemies had surrounded me, but they couldn’t hit or pathfind to me until I moved. I got out of a lethal situation basically for free.
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The game crashed when I reached round 20.
📝 Final Thoughts
For an alpha, this is already such a super promising project. With some polish, especially to the AI, controls, and feedback systems, this game could really shine. I’m excited to see where it goes next.