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thanks a bunch dude. Funny enough almost all of your nitpicks were things I’ve thought about. With the gun killing things faster sometimes, it has a one in ten chance to do like ten times more damage, some different audio would have been nice for that tho. Sadly I’m not the best artist, even more so when it comes to things like UI and tiles, I’m probably a better 3d artist but who knows. I did think a lot about movement speed and how other games like resident evil do it but all I ended up doing was shorting the hallways and stuff down, which still helped a lot. The chaser enemy at end was originally ment to be more of a persistent enemy that you could lost once you’d gotten far enough away but than it would reappear to slow you down, so I ended up changing a lot of that by increasing a few speeds while keeping the old code so that’s probably why they feel that way, but it was also a difficultly thing, If the player died there than they would have to do everything all over again. Thanks for all your feedback back. Did you know that everything is scannable? Even the all the enemies doors, items, small bugs, the wall lump and more? Even the chaser enemy was scannable although because of its weird color effect it doesn’t seem scannable when you try to scan it.

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I did scan as many things as I could, although I don't remember ever scanning the powered door, and I don't know why. Ignore what I said about the exit lmao.

I also did try to scan the dead body of one of the enemies, but I remember it not doing anything, although I could have just been dumb again. It's a cool easter egg, but I doubt you would ever see that during normal gameplay. Random mechanics that aren't super tied into gameplay have a chance to be forgotten. There are a lot of ways you could remind the player, but a journal with a" #/# pages collected" could encourage more people to scan things because of completionism and curiosity. It gives them the idea of scanning as many things as possible, assuming the journal was something they were looking at often. Well, that's what would be intended, not sure if it would actually work.  (  ._.)

Don't worry too much about art; you kept things readable and consistent, which is all you really need to do. Rot n Grind was a little hard to look at with all the noise in the textures and the poor contrast between things, so it's clear you've gotten a lot better in terms of visual design. btw, using a reference by just looking up random games or keywords like "UI for game dev" is what let me learn, so always give that a try.

The high damage might make sense if there were clear weak spots, like a hard to shoot segment on the snake or smthn, but it did feel slightly anticlimactic when, after killing one goose after 30 bullets, the next one goes down in like 3. An unexpected thing, though, was that it made fights against multiple geese feel a lot better(?). It made fights harder when taking on multiple enemies, but not overwhelmingly difficult. It's rng based so I don't want to give it too much credit, but it was something that was interesting. Enemy and combat design are topics waaay to big for me to even try to talk like I know anything about them, so take this with an atom of soduim.

Oooo, scanning the corpses of enemies would have been a good idea. I had it so they could only be scanned while alive. There were kinda weak spots, you'd do less damage the further down the segment of the snakes body you shot so you'd get normal damage for shooting their head. The turkey's had an equal amount of damage no matter where you shot. I could have done one of those journal things were in the top right it says "journal updated" once the player had scanned enough things so that the character would know what's going on, maybe with a small list of objectives. The turkey's whole health system had gotten really weird, but I couldn't figure out what I did wrong, so I balanced around it a bit which is why some bullets look like they drop kick the turkey while others look like they graze them, so it's not what I wanted but it wasn't bad so I wasn't bothered to try and fix it, was only a short game anyway. One time I was doing some testing and gave myself two guns and spawn 20 turkeys, man that was fun, I almost wanted to add a way to do that into the game but thought would be a bit much and wouldn't fit anywhere. The game was pretty optimized for all the creatures, even turning them into cubes that stored some basic data and respawning them when the player was within range from off screen, but I think it was just the tiles that too up a lot of the frames which is annoying.