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(+1)

I don’t know if I ever looked in the options before but I appreciate having a 144 FPS limit option. The only problem is that you and the enemies are still moving on the physics step without interpolation which looks very jank. I think that’s fine for physics objects but it makes gameplay harder. And reiterating what I said last time, adding some momentum to all character movement would go a long way.

I’m no expert on Godot but in my boomshoot I did character collision detection and slide move on render frames, and I hear a popular way is to keep it on physics frames but render them one frame behind and interpolate. I know Overwatch does that fine but you’ve got really snappy movement with enemies that are quite small on screen so that tiny bit of lag might not be worth it.

I really like this new Gorge map, you’ve done a good job with all of the foliage and it even makes many of the enemies scarier that they can see through it. I don’t think you’re trying to do any stealth so it should be fine to keep it like that.

I don’t know if it’s just my mouse ghosting but I would sometimes click once and get two shots out of the coach gun.

Man, I really felt that sound of getting hit by a javelin at one point. Good job. Do the javelin guys need multiple headshots to kill them though? I feel the extra oomph sound is kind of wasted because it gives you the impression you can one-shot them in the head but that doesn’t seem to be the case with the pistol.

I’m going to need you to give me a way to reverse weapon scrolling. “Down” is “Next” and I’m tired of pretending it’s not.

This one guy was hard to spot against the environment and I don’t think it seemed quite intentional. I don’t think that’s a particularly big deal though, I mean camouflage is legitimately something I the mutants would use against you to full effect.

I think you can get away with making these mountains just textured planes like the trees and like the mountains on the other side of the skybox.

I don’t think this is the intended way to this secret, I got there with a shotgun jump from down below, but it looks as if you should be able to crouch to get in except I don’t think there is a crouch.

I didn’t finish the first mission, died trying to shotgun-jump to the mutagen near the lighthouse and the checkpoint set me back further than I wanted. I didn’t check if there was quick-saving but I’d appreciate if there was.

I had intended to do a fanart for your game last demo day but had no time due to my daily drawing challenge at the time. So I did this one earlier before I even tried the new build.

(+1)

Hey man! Thanks so much for the fanart, it looks amazing! I really appreciate it.

and I hear a popular way is to keep it on physics frames but render them one frame behind and interpolate

I will look into that.

“Down” is “Next” and I’m tired of pretending it’s not.

Invert mouse wheel option by next build.

I don’t think this is the intended way to this secret, I got there with a shotgun jump from down below,

No that is the intended way, you can drop from above but it's janky and you might get stuck. I spent some time testing shotgun jumps to make sure there wasn't any egregious shortcut. The only failing is later in the boss arena when invisible walls are way more obvious.

I didn’t finish the first mission, died trying to shotgun-jump to the mutagen near the lighthouse and the checkpoint set me back further than I wanted. I didn’t check if there was quick-saving but I’d appreciate if there was.

Dang it. Some players trigger checkpoints before they finish an encounter and then die before the next checkpoint. I should probably give checkpoints a cooldown instead of disabling them once reached? 
Forgot about quick save, I'll add it and then teach it in the tutorial.

Thanks again for the fanart and the feedback!