Wow! What a unique, interesting and well presented identity. This feels hand made, and has that special sauce that I crave in the indie world. Brilliant, right my my alley.
I really enjoyed the limitations of the control scheme, and I think it presents brilliantly as a horror/FPS/FMV situation. I think that the FMV additions are just so key to its feel, and I wonder if you could take this even further with some more animations/set dressings etc etc - All just more time in dev.
I don't really have any specific critiques that are super helpful, as I think you are on the right track. If you meet the game on its terms and use the tools it gives you (the instant fast turn to keep checking your back) then it plays very well. I wonder if there is something you could sprinkle in early to show players just how important that fast turn is?
Likely one thing I would adjust is the acceleration/deceleration of the A and D component of the turning. I think there could be some 'feel' by having the A and D inputs decelerate and come to a SLIGHTLY slower stop, making it feel a bit more dynamic and human. Add some acceleration would also make it easier to make any micro adjustments to your aim. I thought the hit boxes were very generous and aiming was generally easy enough - this would be purely for *feel*.
Thanks for a good play session, we have a game in the jam too to be found at https://itch.io/jam/feedback-quest-8-indiegames-x-indie-streamers/rate/3737789?b... if you wanted to drop by.
Thanks mate, take it easy!
Viewing post in One Rotten Oath (Demo) jam comments
Hey!
Thanks a lot for your feedback! :D
Glad you enjoyed the demo!
Due to engine's limitation, I cut out all of the sprites from the videos (frame-by-frame), which took WAY TOO LONG , so I'm extra glad you like it!
I thought about taking it further in terms of more animations/arenas, but GDevelop doesn't really like 4 animations (that have like 200 frames each) running at the same time (with additional 4 animation variants depending on what's going on in the area). I'm trying to push it as far as I can on the later stages, but sometimes WebGL just crashes leaving me at black screen. I'm trying to balance everything out and optimize the game as best as I can to give players the best experience possible :D
As for quick turn, there's gonna be one more gameplay mechanic that will encourage you to use it later on. Although, I'll think about what else I can do with it on the early levels. Thanks for the tip!
As for the inputs, that's an interesting idea. I'll see what can be done.
Thanks again for your time!
I'll be sure to drop by and check out your project :D
Have a good one,
PB