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- lightly pushing the analog stick can remove in a very goofy slow-mo walk cycle and extreme foot-sliding. nothing major but funny

- testing out those slopes, you might want to have a dedicated "sliding off" (or just the falling state) for when the slope is too extreme

- saving and loading is great, good job. but enemies doing their death animation again is obviously funny. my guess is you can avoid that by just despawning already-dead enemies. or spawning them into a state where they're already on their fully dead keyframe, instead of doing their death anim again.

- i think enemies should have a clear tell when they die. Either a distinct (universal) sound effect or an animation. i always find myself shooting enemies once or twice after they already died because i wasnt sure yet

- do headshots matter?

- game seems mostly designed for controllers. I believe the current aiming speed curve is linear? it feels that way. Anyway it's uncomfortable, because the minimum speed is too fast and the maximum speed (pushing the stick against the edge) is not fast enough. should be more like an exponential curve or something 

- i LOVE the little particle effects that only show up with your flashlight

- crouching seems to mostly make robots miss their shots, probably unintended

- you might want to have some kind of damace fall-off range for the gun, to make cheesing enemies from far away less reliable

- great vibe as always. you should add reverb zones in big interiors. would give your laser shots even more intensity