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(1 edit)

Finished the demo, overall enjoyed it.
Last time I played was DD62, so this is my point of reference.
Recorded gameplay, unfortunately no audio: 

The lore is a good addition. Previously it felt kinda stupid, but now it all makes sense why I'm shooting weird animals and tribal SWAT teams. It actually makes it more enjoyable.

I think there some scripting error with leech dogs at 00:11:40. I assume they were supposed to jump at me from the bushes when I enter some trigger. But here they're very passive when I walked behind them.

I got stuck during Elephant mission for almost 10 minutes because I couldn't figure out where to go. (00:38:00)
I jumped down behind the gate, but didn't notice there's path to the elephant, because it's behind a rock, and seeing only water ahead I thoughts it's just the end of the level.
I think there should be a visible and walkable path between that small piece of land near the gate and the ramp to the elephant. 

Melee life steal works even when hitting shields. Once the enemy got stuck and I could easily farm him for hp. (1:13:37)
I don't know if this should be removed. Finding exploits like that feels pretty cool.

I like the weapon variety. They all sound pretty satisfying, except the double-barrel shotgun. I know it has the same sound as the trench gun, but that click at the end makes it work, while double-barrel sounds weak.

All enemies were good and fun to fight. Except the lizard people. Based on how big these guys are I think they're supposed to be stronger enemies, but maybe because of their positioning, fact they're not melee and their size making them easy to hit they were one of the easiest enemies. They have same attack as slugs, but slugs were much harder even in the Chief level when I had all the weapons.

Are old weapons obsolete? Trench gun feels like an unquestionable upgrade from double-barrel shotgun and I don't see point in going back to it. But for machine gun and revolvers I'm not so sure.
I'm not saying this is good or bad, just want to know what's the intention.

Also regarding lore: the huts the leech dogs sometimes sit in bug me a little. Do locals build them as dog houses because they're domesticated? Or are they abandoned houses that people used to live in? Or are leech dogs intelligent and build them on their own?
I feel the answer is probably "those are just semi-randomly placed decorations", but knowing these are mutants, I wonder whether they used to be dogs, people or leeches.

Removing long narrow corridors between large areas feels like an improvement, but this time I think there's not enough sailing. In DD62 there were large bodies of water where I could see many islands and I could choose which ones I want to visit and in what order. It felt like a small-scale open world. That was really cool.
Now each area has only 1 place that can be visited at a given time. I feel like it takes away from the boat, making it smaller part of the game.

Hey thanks for playing and for the video, I'll watch it as soon as I get the chance they're always so helpful.

I don't know if this should be removed. Finding exploits like that feels pretty cool.

That mutation will need to be reworked because it's possible to out-heal most encounters with the machete alone but yeah I'll try to keep them strong.

They have same attack as slugs, but slugs were much harder even in the Chief level when I had all the weapons.

I think part of the slug's problem is that their weakspots are not obvious enough: It's not quite their heads, is their mouth and the small thing they have on their backs. The idea was to give the player an opportunity to deal more damage as they're about to shoot but that was poorly communicated, I should make weakspots more obvious in general.

Are old weapons obsolete?

The SMG deals 25% less damage but gets half of that back when hitting a weakspot, it's meant to be slightly less ammo efficient. The double barreled shotgun has a wider spread but that's not really an upside. 
The reason why they are different is that I'm still trying to figure out if I want earlier weapons to have their own niche. That is the obvious path to take but if I decide to have some sort of loadout system I can add a lot more weapons and leave it up to the player to pick what they prefer without worrying too much about them overlapping, as long as they are all viable. 
Gun upgrades are also on the table but I need to figure out the basics first, SMG + double pistols + single pistol is already too much for a single ammo type for example.

 the huts the leech dogs sometimes sit in bug me a little

The huts are built by the humanoid mutants, the implication when the dogs are in a hut is that the huts have been abandoned, but they are domesticable.
There's actually a pup that you can adopt. It's in the Jumbo level in a cave right before the bossfight. Rags has some special dialogue if you get it before doing the chieftain level and it has a special non-canon dialogue if you interact with it after unlocking freeplay mode and loading up the area again.

but this time I think there's not enough sailing

Yes, agreed. I made the levels too foot-centric because I was focusing on making land combat feel good. Not all levels will be focused on sailing but the boat should be more prominent. Giving it a gun, lights and a supply crate made it more of a gameplay element but the levels should be reworked at some point. 

Thanks again for the comment and the feedback, much appreciated!