Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Nice old school PlayStation vibes here!

Few comments:

  • All of the assets are quite detailed, while the character and enemies are not. This inconsistency is constantly recognizable and make you feel not well. Consider sticking to the low poly simple texture or the high high poly detailed textured. Consistency is way more important than how the individual assets look. The quick solution is to get back to the blender, ad subdivision modifiers to character and enemies models and export them back to the engine.
  • There is no shot impact effect at all, so it is super hard to get if you missed or not. Consider adding at least sound effect for the enemies when they get damage, should be easy as you already handle hits.
(+1)

Thanks for the comments Ilya!
The art concept kind of had to go out of the window, together with half the game 😅 Originally I had an idea to keep characters and enemies in a low poly style to give player a hint of what's real and what is a decoration, as the amount of bullet was supposed to be finite and player was expected to be in situations where they would need to think about what is appropriate to shoot (like some decorations would be moving, but they would be not that well visible in the darkness). But, since I had to gut a lot of stuff, I didn't end up executing well on this idea (or perhaps it just wasn't a good one). I am thinking of implementing the stuff I didn't manage to after judging ends, but for now I added hit sounds as a quality improvement, as there is a hit animation on zombies, but my whole animation state handling is somewhat janky and should be reworked, so perhaps you ended up not seeing it on your end.