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I can’t even begin to tell you how much I appreciate this. Some of these things have already been fixed or are currently being worked on, but this kind of feedback really helps me tighten everything up.

Zombies
They are still a little finicky. I am constantly trying to improve their feel and get them as close to the originals as possible. Good to know the issues you ran into, I will keep adjusting them for better responsiveness and consistency.

Dogs
They are getting a full code rework. I have been notified about them staying in place or endlessly running, so that is on my list to fix.

Mr. X
He is not much harder on Normal yet. I still need to program new moves beyond punching, and I am deciding what he should drop, probably ammo to help balance the encounters.

Valve Puzzle / Prison Access
The valve is in the game, placed at the very end so finishing the puzzle opens the path to the prison. I did not realize the bed handle was interactable, so I will fix that interaction issue.

Lever Puzzle
I will look into that one. I know players have completed it, so there might be a specific bug or state issue happening.

Darkness Not Saving
I will check why those settings are not being saved properly.

Coins System
Not implemented yet, but coming later.

Ammo Pickup Bug
I will dig into the coding for that and get it cleaned up.

Thank you again for all of this. A lot of these issues I did not even know about, so your feedback is incredibly helpful. I will jump on these fixes right away.


Mike

(7 edits) (+1)

Thank you for fast reply. I have tried 2.0.5 a while ago and also i forgot to mention a bit on last post.

For Items

Theatre key doesnt discard itself after you use it.

Idk if its bug but also manhole opener for a sewers dont discard itself as well.

Same goes for a gate keycard we get to input code to reset generator, or It is needed somewhere else?

Saving

As for a 2.0.5 a typewrite before a sewers entrance still doesnt work,

idk about a before prison save.

Damage/Health system

I forgot to mention it but there is a really weird transition between a fine > orange/yellow caution. As there health drop really fast. As from a caution to a danger it go slower.

Idk how zombie damage work, but if every bite count as damage every zombie do a lot of damage. 3 bites at a Easy, and even to 4 at Normal is a lot. That made knifing zombies dangerous on a Normal for a normal players. 

For a 2.0.5 bug

A room after a sewers puzzle and before prison if you interact with a locker by a bed, game freeze or i should say Ada dissapear and you only see shadow on ground. You are stuck in there and cant move.

I guess by adding a prison, you are planning for us to pick up a route? Or we can explore both Prison and Hospital?

Remark about a MR. X and how he work in OG RE2

In RE2 he have addition of a "sucker" punch a fast one which dont do a lot damage but he do it if you want bypass him or when he is close to you, Then he transit into his heavy punch. At Orange Yellow and Danger he always switch to a Heavy finish hit or sometimes if you want bypass him he will do sucker punch. That how he worked if I recall well xD. As for a drop, yeah OG RE2 have him dropping ammo.

Ammo Pick-ups

Idk if you are planning to change a amount of a ammo we pick-up. I mean idk if you plan to follow a usual route of Resident evil 2 and 3 where a single HG ammo pack is 15 and sometimes 30, and Shotgun Shells are in packs for 7 or 14. Or you are intend to save it for now as it is. Honestly 5 HG ammo at restaurant is small amount for fact a window to grab ammo is really small/non existent

Restaurant

I would say a zombie spawn here is a quite fast/give you small window to escape. Idk if you plan to change it or keep way it is. I would say its look okay/or is a bit hard to evade these zombies. Once i forgot about camera transition and got grabbed ;). Well i would say if you are not careful in this room you can be trapped between 4 zombies. A sandwich we wouldnt want to end up in :D.

A bit more about a difficulties

As i have replayed from the scratch I would say ammo for at least Easy mode is sufficient before i have went down to the Sewers i was able to save up 65 HG ammo and about 16-17 shotgun ammo. So i would say at least for Easy mode its balanced as knife is strong. I took some hits due to as i mentioned earlier due to Zombie pixel reaching Ada, so even if I have finished Zombie a grab and bite animation still occured. Idk if it done full bite damage, as there are no numbers sadly. So even if Easy mode is perfectly Balanced with current approach. 

Normal mode suffer from a same amount ammo pick-ups and from less health items. Also fact you start with only 15 HG bullets made it hard at start. Zombies have 33-50% more health and probably do more damage. Not to mention bigger amount of them in certain areas which made game harder. But honestly plenty of them can be evaded. Like 3 first rooms (with a moderate difficulty) but in 2nd room you can get grabbed before you reach doors due to a camera transition. Honestly this mode really made you evade most zombie in a clutch of getting grabbed. I guess as you progress with how zombies work and if they will be able to be staggered or even took to ground knife would be extremelly good here.

Weapons

Handgun - I would say balanced weapon. Dont feel too strong or too weak and rate of fire is at good rate.

Shotgun - good, at Easy mode pretty much monster to deal with multiple zombies. In restaurant with well putted shot it can even took down entire 4 zombies. On Normal mode it is strong but not as strong and you need to aim on zombie head. And there is problem sometimes it looks like Animation dont went well and shotgun dont work as intended. I had it like 2-3 times. So i would say it varies from a very strong weapon to Take off Zombies head offs (taking of 3-4 zombies decapitation in single shot is very strong) to a completelly missed shot which mostly result in a grab by zombie. I would say maybe its a inconsistency with a angle of shot or simply a range of aiming high with shotgun dont work as intended.

Knife - Honestly really hard to score it. Rate of swing is decent and damage is surprisingly good. On Easy mode at least it really well. On Normal mode i didnt tried it as much due to grabs. I would say its balanced and inbalanced weapon at same point. Damage is pretty high for knife in RE series (only maybe second to knife from Resident Evil Code Veronica). But due to how game is atm a bit range would be handy. But that one stat can change knife from a good weapon to have to a bit too overpowered one. So its hard to say if range is perfect or it should be a bit bigger. Not by much but by a small margin.

Minor bug

Btw you can save game through a wall in a Wine Cellar nearby an entrance to a freezer room if you click on a wall where is a typewriter you can save game especially if you stand on light shadow visible on ground, maybe i will add screenshots later. Visualising some bugs might be easier by them to show what i mean.

Regarding Hospital

I have tried to do lever puzzle again, at it is still bugged here for me. Btw when I enter this room for first time a foremost right lever seems to be inserted there. I attached image down (after i collected 3 levers and inserted them.

As for other items appearing in there on a 2nd floor of a hospital in a red herb room there are 2 red herbs, one is visible and second is not.

First floor in a room where you grab note there is invinsible green herb nearby computer. 

Save room before prison

As i said it seems that room is bugged interaction with a locker or radio make game stuck and Ada dissapear. I will post it under this topic


As you can see i am stuck here and there is only shadow on ground where Ada is supposed to stand.

Generator room/morgue before elevator to hospital

As I mentioned also in previous post there is issue (After I went back from hospital).

Well if you open image in another Tab you will see morgue. But as i mentioned rooms are back to a state before generator is turned on even if it is working. But still maybe it is my pc problem but two rooms are kinda too dark.

(1 edit)

Now Moving to a 2.0.7

First of all thanks for fast reply and also fixing some of bugs. I have made it atm until entrance of Prison.

P.S. NVM I have finished a story so far. And I can say you I had really great blast. Even if I again replayed a lot. I had a lot of fun :). I have tried a bit of combat with knife. And also I noticed you changed a bit a Health system if i am correct. If you need any feedback about it or enemies behavior etc. I can add it.

What was fixed and work well now.

As I have replayed game yet once again. I can say that now you can pickup ammo even if your inventory is full so its a nice fix.

A generator Room alongside morgue work now well. Light is here after you restart generator.

Puzzle room in hospital with levers work now well.

I saw you added a ink ribbon before sewers entrance. This is nice addon.

Also i have noticed you fixed a red herb in red herb room in F2 hospital.

Now moving to another Topic.

Saving

Yeah Sewer entrance typewriter still doesnt recognize if you have ink ribbons in inventory. Also I have checked a prison entrance save room. There is same issue with typewriter here.

A backroom/streets of library behind crashed truck

Fight here with Mr.X is really nice, but what i wanted to inform about is fact you cant interacted with opened manhole.

Items

Now I see why you dont discard a manhole opener at first. It make's sense now.

But as i mentioned in post above other items stay. Like a Theater key. I know bolt cutter might be useful in future, same can go toward a keycard you get from zombie in morgue.

Atm that it from what i saw. If you have any other question or need me to check give me head up in reply. I look forward to next version :)