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I really liked this project! I initially came in expecting something akin to classic Resident Evil, which controls wise I think it matches with the lock-on aiming and tank control movement, but was pleasantly surprised when the game was more like a slow tactical shooter with resource management. I found the armor system to be cool, constantly finding new armor and replacing broken armor was a nice visual way to show progression while also adding another element to resource management. I liked every single weapon, the smg becoming my workhorse for the latter part of the demo, but I didn't really end up using the rocket launcher as much as I should've as the laser canon felt like it fit the big damage one shot niche well enough. The big fight at the end was a fun way to let the player use all the resources they gathered throughout the facility against a formidable group of enemies which I liked but was hoping for a cutscene or end of demo message after I finished it rather than just having to exit to main menu after walking around the fence for a bit. This might just be a me thing and it didn't hurt the experience for me, but I think the map could really do with either less shortcuts or more visually striking landmarks near shortcuts because all of the shortcuts I would keep going through kind of made the map more confusing for me and made it difficult to keep up with where everything was. Maybe something like facility maps on some walls could help but I understand not wanting to do that for a game of this style so consider my previous suggestions more so and consider this as an alternate suggestion. This project was a badass way to spend an afternoon and I'm excited to see where it goes. Great work folks!

Thanks for the feedback! We're reworkinga lot of locations and their connections, along with camera system to make it more intuitive. It should also be easier to tell the locations apart.