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Very interesting! Played through once with KBM and once with Gamepad, definitely see why Gamepad recommended for fine adjustments to player positioning.

I like the union of movement and shooting. I like the feeling of trying to strafe to maintain constant forward fire while dodging sideways. 

I enjoyed the art and music and sound effects, and the credits page is cute

It seems buggy that projectiles (mine & theirs) go through enemy objects

On killing certain enemies, the camera jerks upwards as the enemy vanishes before the camera unlocks, which I was not very fond of when it happened more than a few times

In most cases the lock-on was very good and I enjoyed the focus feeling of the aspect change, but sometimes the FOV toggled too often and the constant snappiness was a bit annoying.

I do not always like when the eye opens facing me on beginning to fire. It looks fantastic in the tutorial, or for an advertisement/trailer, but I do not like that toggling the eye closed/open adjusts my precious aiming position and requires me to move a full 180 forward or backward or do some side-squaggles to return my aim back towards the enemy. .......... Is the ideal strategy to look "away" from an enemy so that on firing the eyeball will look right at them? I never tried that.

I really like how the camera tilts, it feels very odd, and fitting, and a bit gross in a good (and expectable) way.

It would be ideal if damage targets used as "switches" and "grapples" had a different model. Speaking of eye-snapping-towards camera, grappling would be a good time to always have the eyeball look at the camera, since I don't need to aim and shoot at anything. It would also be cool if the reverse side of the eyeball (currently a small circular stump which is very useful for aiming the eye forward) were a dangling nerve-ending rope sort of thing, and this nerve-ending would also be a perfect excuse for why the eyeball can grapple onto things.

Showing player + enemy HP might be good, but maybe that's just nitpicking. Eyes squinting smaller (and bullet-enabled area reducing) as HP drops to 0 might be interesting.

It was nice that enemies remembered their lowered HP when I died

Has the common camera bug of being able to move camera into walls and look out of them, didn't really bother me

(+1)

this is the most thorough feedback ive ever gotten so first thank you soo much! you have so many great points. 

if i come back to this project i will surely fix all the jerkiness of the camera when it comes to the targeting system especially when you kill an enemy and it spazzes out swapping to the orbital camera, that would definitely be my #1 priority. 

i was very excited when i got the camera tilting to work im glad it seems to work

my reasoning for the eye auto reseting position on target was so if someone was really struggling with adjusting the rotation it could kind of give them a shortcut to just have to retoggle and then move forward one rotation to have a consistently reproduceable way to aim, so i wasnt even considering how annoying it would be if you lined up your aim before toggling and then it just fully messes it up. 

i think the switches having a different model is a good idea, like if certain types of eyes could hint at different mechanics. 

i like the grapple idea and the dangling nerve, i actually was considering having the nerve feel like this dangling tail but i was concerned that it would look too much like it should affect the mesh geometry and not feel like you could roll as a perfect sphere, but maybe if its subtle and doesnt affect the silhouette too much it would look good.

id like to show the player + enemy hp i think i would try to do it in a more diagetic way tho to preserve the horror aspect like have the eyes getting redder = less health or pupil size telling you some information.

enemies not resetting after death wasnt really even a design decision i even considered I just didnt have time to get that system up but im glad that you and  other people like how it makes the game more forgiving. personally i wouldnt have considered it, i probably would have leaned into a less forgiving system to make the player feel less powerful to increase the horror vibes.

hopefully i can get back to this project sometime, ill definitely be using this comment as a resource

Cheers !