Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(9 edits) (+1)

I love the premise and atmosphere of this game. Controls are good, fog adds a sandstorm-like effect to the map and the sound effects are great. I love the bolt-action's feedback here especially. 

I noticed that enemies seem rooted in place and don't actively pathfind. They don't move at all during combat, whether to flank the player, get better sights on the player while in cover, or to take cover themselves. They stand still and shoot, and that's it. May be a bug but I believe there's a severe lack of pathfinding implemented into both WWII Operations games, and it hurts the experience of both immensely.

Perhaps pathfinding could be ammended in future releases, or in a patch to both WWII Operations games. Doing so would increase the challenge of each level and make for a more compelling experience. 

I also noticed there are fewer enemies in each level than I would  have expected from the level design. Lots of empty corners, open areas, flanking areas, and crossfire areas where enemies *should* be but aren't. Enemies are also usually placed on their own instead of in pairs or squads, but if the enemies have no pathfinding to begin with, critiquing enemy placement is redundant, since they can't really do anything anyway.

(+1)

Thank you for your kind words and detailed critique! I'll definitely consider upgrading the AI and enemy placement in future games!

But for the WWII Operations series, I kind of lost the original level files for them a few years ago, so they might have to stay the way they are :c

(1 edit) (+1)

Losing files is never fun. I'm sorry that happened. I'm looking forward to following future projects and releases. Your games have a great passion and atmosphere that I hope to see more of. WWII Operations is a remarkable series.