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(3 edits)

Good stuff replacing those placeholders! Loving the first-person arms and animations. I think if you can maintain the level of details you’ve got on your current models your game will already be pretty great. Are you planning on sticking to this level of fidelity or do you intend to eventually replace all of the models as well? Because I think the only really crucial thing to replace now would maybe be the GUI as a lot of it still looks very WIP.

I think I’ve said before, but the setting is super-reminiscent of Brigand: Oaxaca. Especially with the mutants and the wrecked buildings. Those flying poison-spitter things are new to me, kinda freaked me out the first time they attacked me as I didn’t think to look up.

I like how the boat movement is tuned now, though keeping it so simple people will probably just want to hold the buttons instead of toggling them. As for the player and the enemies, you could use some momentum. I know a lot of people prefer the accuracy of instantly going full speed and then instantly stopping but having momentum goes a very long way to making a game not feel janky.

Pretty cool how the enemies now come after you in boats too. Without tracers I don’t think I’d ever be able to hit the dudes through while trying to circle-strafe.

Do pickups retain whatever you don’t need? That’s a good idea and it looks like that’s what’s going on.

That dark shaman should really make some sort of noise when he teleports, he hitscans like an archvile except that he can also blink all over the place constantly and summon in adds and it causes the performance to get a bit spotty on my old rig. Also having his attacks be both hitscan and AOE that hits you through walls is especially annoying, especially when you can’t even move fast enough to circle-strafe him.

I really don’t like how it doesn’t remember which weapon variant you were last using when you hit the number keys, the trenchgun is way more situationally useful than the coachgun and it’s a pain having to switch a second time.

Ended up stopping after the first level, the increasing enemy count and the fast-acting boss really bring out the worst in the movement system, I doubly think you should look into having movement have some momentum. Especially as you’ve got actual projectiles and not just hitscans.

(+1)

Hey thanks for checking the game again. 

Because I think the only really crucial thing to replace now would maybe be the GUI

I think I'll leave all UI stuff for last, gotta settle on its final design before making it look good

As for the player and the enemies, you could use some momentum

The player does have a little bit of friction/momentum when moving, but it's not really noticeable unless you're in the air. 
I'll see if the game feels better with it. 

Do pickups retain whatever you don’t need?

Everything except the crates and weapons you already have.

That dark shaman should really make some sort of noise when he teleports

He should be doing that but I noticed that certain sound effects don't play properly sometimes, or maybe in your case it was just buried behind other sounds, not sure. I'll investigate it.  

and it causes the performance to get a bit spotty on my old rig

Yeah performance has been a pain especially considering how simple the game's visuals are. It's mostly enemy physics causing framedrop issues from what I've seen, I'm going to try and see if I can simplify some things and make it better. 

Also having his attacks be both hitscan and AOE that hits you through walls is especially annoying

I will add a check so that explosion doesn't damage the player through walls. Technically the explosion is not hitscan: it spawns on the particle effect so it's possible to fling yourself away before it hits you using a grenade jump or a shotgun jump but the timing is too precise so I don't think any player will organically discover that trick. 

I really don’t like how it doesn’t remember which weapon variant you were last using when you hit the number keys, the trenchgun is way more situationally useful than the coachgun and it’s a pain having to switch a second time.

Good point, I'll change that. 

Ended up stopping after the first level

It's okay there really isn't anything new since last demo day past the first level aside from like the music.

Thanks for playing again! I do think that there's something off about the game, might be the movement system like you said but I think combat is too shallow. Things die too quickly and enemies don't really do much beside running at you. Or maybe I played too much of it and I'm seeing problems that aren't there. 
Either way, Thanks for the feedback. Always appreciated.