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(+1)

Love the power of weapons, emphasis on ammo conservation, item durability, aesthetic and animations

Very meh on the checkpoint system, and damn this game needs more audio. Not necessarily music, but more ambience like the hum of machinery, flowing water, etc.

Hate the movement system mixed with camera, lack of aim precision, confusing layout, and the truckloads of enemies.

I'm surprised the movement system is so bad because I thought it was just going to be tank controls which work fine with a jumping camera since your brain's logic works differently. Not sure if you intend to keep the free movement or not, but the cinematic camera angles don't work with the movement currently.

Oddly enough, there was a moment in time when I entered a doorway only to be met with some enemies roaming around and a big door in the way. Apparently I was behind the door and there was an enemy there with me. Speaking of, it's very difficult to tell when an enemy can/cannot see you or shoot at you.

The aim system isn't atrocious, but with so many enemies and asking you to react so quickly, it just doesn't work with the camera jumping in and out. There were so many times that I had to restart areas and just pull corners and snipe then retreat and reload checkpoint if I hit the wrong enemy. (Effectively going into a room, killing one enemy, then leaving to save) Which eventually I was at what I think is the final room slowly taking out enemies, leaving and then coming back after a good 'run of that room' and I actually hit 'restart game' and so I didn't finish. I dropped it at that point.

Also not sure how I feel about the shotgun doing additional damage to enemies behind the target. That feels like you want to emphasize player positioning, but enemy functionality where they just lock on and track you 100% + the shotgun short range just does not work. It felt more like a random bonus to discover dead enemies behind the target I was dumping shells into.

Map layout was very confusing. I had originally thought that blue and red were sectors and had some kind of logical layout at first. Like there is a red sector which might be connected to the blue sector which is connected to the green sector, but it does not appear to be the case. I don't know what the end goal is, but if a map won't come included then I'd recommend thinking about organizing map appearance to flow a certain way. Maybe I'm just dumb, but I really couldn't find a pattern. I also managed to miss the blue key right up until the very end which resulted in looking around for possibly an hour just trying to find the room with the robot in it.

I am just going to assume the rooms being filled to the brim with enemies was to provide a challenge.

Also final complaints but I was sad that the rocket launcher felt weak and that the laser cannon seemed to miss frequently. I assume the rocket launcher has been relegated to room clearing.

Hope this feedback is valuable!

(+1)

It's super valuable! We're still working on the controls and camera - the cinematic presentation requires a lot of compromises but we're trying to ballance the game around it. It also feels different depending on the input - it was primarily designed for the controller where the analog stick works really well in adjusting the movement to the changing camera. We want to also include tank controls at some point.

Agreed on navigation and save system - it's still work in progress.

Utilising the shotgun takes some practice and is not always viable but I that's fair because there are cases where it can clear the entire corridor so It has to be difficult to pull off.

About the doorway with enemy - Yeah that should not be happening. Can you send a screenshot of the room?

As for the laser missing - that's on me - I should have communicated better that if you fire before the aiming animation is done playing - you will fire with lowest possible accuracy. This applies to all weapons. We might add an indicator for this.

I guess the RPG is a bit underpowered. 

Thanks for the feedback!

Was trying to go back through to get it and also got an invincibility bug. I just recorded the two. https://www.youtube.com/watch?v=C4t4WlRC19o Also can't open inventory or menus after this bug happens, but I could still just play through the game as normal so long as I didn't pick up too much.

Already posted an patched version with a fix for that, but thanks for reporting!