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Well, for a moment I felt a reference to Def Jam: Fight for NY or Mortal Kombat where you could throw fighters onto the train tracks, haha. It was fun, but I think it could have been improved in terms of how fluid the combat felt. Something I've noticed is that when you do something in 3D, if you fail at something minimal, it loses a lot of coherence. On the other hand, the sound is quite good, the impacts and all that. Visually, I would assume it's still in development, or maybe that's just the graphic style (?). I questioned this quite a bit while playing it, since it felt quite linear, and at times I felt it could have made me feel like I couldn't save everyone, but no, the game concludes that you can only save one person, and I suppose I didn't experience the idea of not being able to save more people—I mean, not everyone, just one person.

Yeah 3D everything needs to be just right or things always feel off in some way, I want to be able to refine systems to make things feel more natural. In regards to the art style, Im terrible at making faces in blender and instead of spending hours fine tuning them to make something that would probably look subpar at best, I made them faceless as a cop out as "artistic style". 

In regards to the theme, personally with my interpretation of it, the scale doesn't quite matter there is no limit to how many or how few you have to be able to save/not save. I realized early on managing many people to save was just not something I would be able to do, so I went small scale. I had inspirations from things like Spider-man and Gwen Stacey, no matter how hard he tries there is always gonna be someone he cant save but even just one person makes a giant difference to him. So I wanted to hone in on that feeling that every person matters greatly.

All that being said I could understand why you were hoping for more civilian NPCs. Regardless though thank you for trying the game and the feedback.