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(1 edit) (+1)

Hiya, I played the whole demo and I gotta say, there is some potential here, although right now, as it is, there is room for improvement.
Firstly, I found that the movement could be a tad too fast or at least difficult to control, as when I try to climb the stairs in an apartment, I found myself falling down the ground or a lower floor often because I found it difficult to evaluate where Im going. I think movement could at least be more precise so general navigating is less difficult

Secondly, right now, the recoil of the guns make it almost impossible to consistently get headshots to capitalize on the weakpoint, as I found myself often "Cheesing" by sprinting toward the robots to kick, then either kick them until they're dead, or start shooting at them. Additionally, the lack of an aiming/zooming mechanism further increases the difficulty

Thirdly, regarding the bridge guardian boss, I also currently find it lacking, as using the AK does so little damage that it takes forever to deplete its health, so I had to resort solely to the pistol, and idk if its just me, but I think whenever I shot at him, there's a delay before the dmg registered. Additionally, I feel like he's disproportionally hard, in an unfun way, cuz honestly, he shoots way too much, too often, and the 2 weapons you have essentially do chip damage while every time the boss hits you, you're forced to use up the limted meds you got. I ended up having to cheese the fight by exploting the AI movement, standing far away partially covered by the walls and shoot, as I noticed that the AI gets confused on where to walk and its accuracy is thankfully, greatly diminished at a far distance.

Addendum: In the itch.io instructions, F is said to be for punching, but in the game, F is actually only kicking. Nearing the boss fight zone, when I tried using kicks on the destructible wooden bridge, it broke under me and made me have to restart lol, so I hope this will be accounted for next update.

That's all of my thoughts on the game. I hope you'll be able to develop it further as time passes.

Addendum 2: Please create a comprehensive tutorial soon, and perhaps do something to distinguishes objects that we can interact with E, like maybe a glow around the item from afar perhaps. That'll do wonders for future levels.

(1 edit) (+1)

Hi, GameAddict. Im glad you played it and I thank you for such a detailed review.

The movement seemed a little sluggish so i just tuned the speed up, maybe a little too far. The main problem is that it is implemented using CharacterController base (that is good for horror games and other walk simulators) but for the fps games with constant jumping and more agressive gameplay is usually used Rigidbody based logic that is more physically realistic. So i just copied the movement from my previous game only with a few changhes and it was okayish until the last stages of development and i left it as it is only with increased speed.

Also the stairs section is intentionally designed for enemies to be kicked in the middle and fall, but the oposite site of this is difficult movement. I can make some railings on the side to help player however this will eliminate the main point of this section.

Initially the recoil was meant to be fully procedural (every shot will be calculated the bakwards force to deform the arms with inversed kinematics, "generating" seemless and realistic animation) as also the ironsight aiming. I managed to implement this for the pistol, but the problem was to scale it for multiple weapons. So i just switched to the basic pre-recorded animation for now, which is a little too simple and silly.

The bridge guardian is meant to be killed by the explosive barrels, but yes, it is underdeveloped.

There is no other melee attack aside the kick this is just a silly mistake. The destructible bridge section was designed so players avoid falling from enemies breaking the bridge and can drop enemies by breaking the parts they stand on. But youre right, the kick shouldnt break them. Good advice.

there are no glow because i wanted immersion and realism, it is solvable by establishing the visual language by showing to the player what is interactable and what not in longer setup/tutorial. But this takes a lot of time.

I dont know when Ill be able to dare to spend another half a year of my life developing games, but some time definitely...

it is really heartwarming that some people have actually played it, so ty for the cool comment.

(+1)

Hahah, well I am happy with the positive reception for my review! It has been quite a while for me since I was able to engage in a new game in earnest and write my thoughts on them, so I hope whatever might comes, my input might be of use to you. It's fine that you aren't gonna develop the game for a while, take your time with it and come back when you're ready and further polished your skills.

Good luck on your endeavors!