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(3 edits) (+1)

The game initially kept forcing itself windowed until in the first person section

Mutations took me out of the game thematically - I had thought I was just playing as some guy - and assigning perks for a game that I haven't started yet wasn't interesting.

I don't like the map system. The game gives a nice early 3D PC game vibe that it is at odds with

Something about changing weapons during/after reloading a save let me use the revolver but the first shot after each reload was a shotgun blast. When changing weapons I had to do it twice, so I think it thought there were two weapons out

The water enemies and the ones that lie in wait behind bushes were scary. I don't think the animal enemies should be so persistent in hunting you and trying to jump out of the water to wherever you are. I died because, seemingly, a fish jumped out of the water onto land on a suicide mission to damage me once and killed me

I enjoyed this less than the DD61 demo. I think it was too hard and the new difficult areas didn't give me the feeling of travelling down a river to explore/conquer savages and instead felt like Doom but you have to drag a boat with you to your next combat arena/ambush by a million eldritch horrors. I stopped shortly after the second area

(+1)

Thanks for playing!

 I had thought I was just playing as some guy

The lore isn't there yet but it is a world where everyone's mutated to a degree. I haven't decided if I want mutations to be the primary mean of player progression / character building or an optional thing, but them being available right away is for playtesting.

I don't like the map system. The game gives a nice early 3D PC game vibe that it is at odds with

At heart it's just a level selector, not much different than Painkiller's pre-level screen for example.
It certainly should be moodier, it's a placeholder.

Something about changing weapons during/after reloading a save let me use the revolver but the first shot after each reload was a shotgun blast

Good catch, the fix will be in the next build.

I died because, seemingly, a fish jumped out of the water onto land on a suicide mission to damage me once and killed me

I'll make it so the fishes can't attack you if they're on land. They suffocate after a few seconds so them jumping on the boat is meant to be a funny thing and also a source of free healing. Fishes jump on boats all the time so I thought it would fit.

Sorry about making the game too difficult, it's hard to judge these things. The game is in a bit of an identity crisis right now, it's going to be hard to blend the "surviving -> exploring -> conquering savage lands" theme with the gameplay of a somewhat fast paced shooter, and also I obviously don't want the boat to feel like a dead weight you're dragging around, it's going to take some iterating to get it right so I really appreciate your honesty. 

Thanks again for the feedback, it's very useful.

(1 edit) (+1)

No worries!

not much different than Painkiller's pre-level screen for example

I've never played it, so I could just be putting expectations on the game that aren't fitting with your vision because of my own inexperience

I played through from where I left off to the end just because I didn't want to leave the boat dead weight comment out there if it was going to bother you and I wasn't 100% sure of it and... the latter zones don't really feel like they're about the boat much at all, so I'm not sure if it's really how I feel
But I know I enjoyed the boat in the earlier demos, maybe because (in my recollection) it didn't always feel like you were always trapped in a small area with the boat and were forced to get off to solve the area before you just ride it to the next zone.

Having played more I still feel there are too many ambushes. The cheiftain zone didn't feel well designed because of how much you could solve by sniping. I must have missed something because I walked around a lot at the transmission tower but couldn't find a way up and just hopped up the side of the tower

The bosses weren't bad, though maybe a bit repetitive. I got the feeling the optimal way to beat the elephant was to lure it to crash into stuff, but I didn't do that since it didn't take much more than circle strafing

Also the sound effects are super bass-y. I got the healing perk first thing,so I'm not sure if it was the sound of healing or the melee attack hit, but every time I landed a melee hit it sounded to me like I was the one who got hit with a thud

The acid explosion perk was annoying because I would start bouncing whenever I took damage - I'm sure I could have respecced but I forgot

And I didn't get the point of the inventory