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The games way too early on in the process for me to comment on anything so far, but i think the biggest issue for me is that using the drug mechanic makes me dirty. Because it actively disincentivises me with experimenting or using that mechanic which i think sucks.

I dont think that makes sense, and i think it will if implemented into a full game lead to players not enjoying the game to its fullest and likely just outright possibly ignoring the mechanic

In hotline miami 2, the writer has unique gameplay by default and to not engage with it actively changes somewhat his narrative in a negative light. It also makes the game easier which feels bad on a fundamental level (sorry im a bit tired hence why this is a chalky explanation and argument)0

It'd be better to tie corruption on things like not pacifying enemies which might require skill to do, or make the game harder (sort of like score) which might actively encourage being dirty.

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Well dang, I thank you for the very sincere feedback haha

I do agree that the drugs giving a Dirty+ makes it less likely that people will use it, it was intentional since being Dirty would be more of a plan B kinda thing, and also a shortcut to make the game easier, kinda showing that to be Clean is harder than being Dirty, but being Dirty eventually has it's price trough the story.

But I agree that most people would be Clean first time, then some would replay and do Dirty, so only half the content would be seen by most people probably. I tought about making each side, Clean and Dirty, much more profound and also a path to play a mixed style that would also be equally fun, so whichever way the player chooses there is a lot of variation still, but there is still a price to pay in the end of all paths; you always lose something different.

I did not spot the comparison with Evan the writer from HM2, thats a good observation, from what I remember he had limitations on killing, so it was harder, but you could take 'em out by just beating someone to death, so the game returns to the normal HM experience. On Dirty Cop the baseline is a normal HM character that you can enhance for a price, but perhaps indeed the price is too much for experimentation.

Thanks for the feedback, i'm not sure if i'll finish it one day because of irl stuff, but if I do i'll remember this, at least the Dirty path could have more incentive for experimentation. Thanks!

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Id be interested in seeing where the project has to go from here though! Maybe you could tie the drug mechanic to the players ammo or health? or maybe the more drugs you take the less accurate your character becomes or certain parts of the level become wonky or weird such as visual hallucinations that might end up in you shooting someone whos surrendering or accidentally doing actions that are dirty. The action of using performance enhancers themselves shouldnt make you dirty but maybe they make it harder to make good decisions, yknow decreased accuracy means you might accidentally shoot a civilian etc.

I do hope you find some time to work on the game because it is genuinely an interesting take on the gameplay loop of hotline miami. 

Those are very good ideas, definitely gonna keep them in mind if one day I ever continue the prototype I was making, drugs making it easier to be Dirty is a cool idea, even fits the mixed playstyle, if you are very skilled and aware, you can be slightly Dirty but still kinda Clean.
Thanks man, this was very constructive!

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Plus i imagine youd get to mess around with a bunch of cool ass post processing effects

Yess could do some crazy stuff, also always imagined the game to have a Manhunt 1 vibe, almost like a physhodelic grundge game. Action game, with horror vibes.