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This game was interesting! Definitely a diamond in the rough for the right type of player.

I'm just going to dive right into the things I think could be improved, because for me anyways this game still feels like it's very early on in development. Perhaps I am incorrect, since this kind of shooter is new to me, but that's the overall vibe I got due to the lack of direction on where to go next in the world and much of what I'm about to share following.

In character creation, disconnect the movement of the character from typing in your name for said character. And, unless there's going to be future dialog or a save slot that includes using that name, maybe just do away with the name entry overall.

Please add some music to the menu area. The pure silence is almost unnerving. Just something quiet in the background honestly goes a long way.

Text on screen needs a drop shadow or outline or something to make it more legible when it comes to the story telling. White text on a busy background is hard on the eyes after all.

Being able to adjust the volume of things in-game would be nice, too. Not all speakers/headsets are created equal, and not all hearing is the same. I tend to have very sensitive ears, so I usually turn volumes down in games for that very reason. Other people might be harder of hearing and want to turn them up. Having the option is always good.

Speaking of options, being able to adjust the mouse sensitivity without backing out of the game completely would be top-notch. That way I can see immediately if I've fine-tuned it enough.

I'd also recommend a small tutorial to go over all the mechanics, like picking a weapon, using a weapon, etc. It was a solid start in the beginning (where the bug with the first enemy was discovered), but it could be a little more robust.

With the weapons too, please label them as you pick them up with their function, for choices, and have them labeled in your wheel. "You've found a flare gun. It will light up a space for 30sec and the flares stick" or "A shotgun. Deals heavy damage but has a slow reload"

The pixel graphics are fun, but they don't lend themselves well to visually discerning between firearms quickly in my experience. 

Finally, something I mentioned to you as well when you were there in stream with me, a motion sickness warning is going to be important for this game. I wasn't expecting to get motion sick from playing, but I had also never played a game like this before to know. The rapid movement in multiple directions was definitely a lot for my poor brain to deal with (since motion sickness is a disconnect between your brain perceiving/not perceiving movement and your ears doing the opposite), and I think the game would only benefit from that warning like others do for epilepsy warning etc. This way someone who is motion sensitive, like myself, can consider looking up gameplay first or playing a demo to double-check before going full-bore and possibly being frustrated by a game they can't play because their own body has to get in the way. You've done nothing wrong designing the game the way you intend it to be played, and the way probably that genre of games is designed to be played, but warning people ahead of time is always good.

Overall it feels like a really solid foundation. I think there's definitely a target audience for this type of game. I was enjoying it while I was playing it, minus my motion sickness frustrations. Honestly I bet it's a game my little brother would get into, and his friend. They're who introduced me to FPS games in the first place, they just aren't content creators.

My VOD is here, your game is timestamped in the bookmarks: