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(+1)

Feels great to move around and the art style is gorgeous. Everything feels very polished and professional. Beat the first three levels. Played on normal and again for a bit on the hardest difficulty.  Load times are almost instantaneous and everything feels super snappy. I took a few notes while playing. 

+Would be nice if stealth melee one-shot the grunts. Having to hit them twice felt awkward. The tutorial says the spike deals more damage while moving but it was pretty inconsistent in my experience. Hit detection was also a little wonky so a larger hitbox could help there.

+I got really stuck on the second level. There's a light on a ledge nearby the bridge you need to drop down. This had me convinced that I needed to platform across the trees to get there, and it had me feeling like DSP as I tried and failed to do so. I probably would not have found the switch if not for the comment here mentioning the same issue. Putting the switch up there next to the light and putting a secret in the old location would probably smooth things over. 

+ The SMG is pinpoint accurate which makes dealing with the recoil a little finicky, since being one pixel off causes you to miss your target. Adding a little dynamic bullet spread and upping the damage might improve how the gun feels. 

+I spent a lot of time keyhunting in the third level. Having a button to press that shows all the key and door locations through walls would cut down the friction for players who hate this sort of thing by 99%. I think this would prevent people from getting frustrated and ragequitting without taking anything away from the overall experience. That being said, I'm particularly challenged when it comes to this sort of thing and it could betray what you're going for to add a hack like this. 

+I appreciate how the human enemies aren't pinpoint accurate. They honestly seem a little *too* inaccurate as they weren't ever hitting me from further than point blank range. 

+Not sure if this is a bug, but on the hardest difficulty drones seem to spam a ton of grenades to the point the sound effects start overlapping. If this is a joke for the hardest difficulty it was very funny. 

Thanks for your feedback! It’s getting very close, I’ll be taking down this dev build soon and replacing it with the cut-down Steam Demo so you picked a good time to try it.

Would be nice if stealth melee one-shot the grunts

It’s all down to timing, the strike has to connect before you physically run into them.

Hit detection was also a little wonky

Sometimes obvious hits will occasionally miss so I don’t think it’s the hitbox, but I’ve had a very hard time catching this.

I got really stuck on the second level. There’s a light on a ledge nearby the bridge you need to drop down.

I don’t want to remove this light because then it’d be too hard to see the grunt up there, but I can put another light on the ledge you need to climb to get to the switch so it’s more obvious.

might improve how the gun feels

The SMG is intended as a backup weapon and I am intentionally avoiding anything that could make it a workhorse.

Having a button to press that shows all the key and door locations through walls

Oh hell no

They honestly seem a little too inaccurate

As long as you’re strafing, I’m trying to replicate the role of the hitscanners in Doom which can’t hit the side of a barn if you only move laterally in relation to them.

If this is a joke for the hardest difficulty it was very funny.

It wasn’t necessarily meant as a joke, but I’ll take it.