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Excellent performance, my old laptop can easily reach 120 FPS, about the game:

Is a nice attempt to take the essence of the first quake for my impression it doesn't allow to go faster by bunny hopping so basically you rely on the speed of your character and that's fine, I would consider changing the double jump in a bouncing so you can redirect your position and do cool dodge. Is this game gonna be all about speed? If that so I wonder if you are gonna add the crouching button, maybe it can be used for reaching higher speed with slide and stuff.

I've played at nightmare and I don't mind wave shooters but I notice that the gameplay it tends to be "press S and aim" and I think you should avoid this style cause it tends to limit the level design in long corridors where you must have enough space to dodge all the bullets/enemies.

Enemies should make noise continuously to understand if there are any enemy nearby and be vigilant (also to understand where are they because I got stuck 2 or 3 times finding hidden enemies), I noticed that the shit mosquito slow you down, usually old school FPS doesn't do that but if the player movement is too high that feature will punish people who rush toward levels, it depends on your side what you think feels better.

This game has potential, I hope to see your demo improved over the next DD.

Happy to hear! I'm rather obsessed with optimisation and have tried pretty hard to keep fps as high as possible. Bunnyhopping is meant to be part of the movement system, but I didn't want to include it if I didn't think it was working relatively well. It now is though, the next update will allow the player to build up speed and move much more dynamically (though it's also really hard to jump accurately, maybe still a little room for improvement there). Interesting idea with the crouching, I feel like I might be copying dusk a bit too much if I just do a slide, but maybe I can come up with something cool to use it for. The stun mechanic is actually a bigger part of the gameplay, and goes hand in hand with the slowmo mechanic. How exactly those are related will become obvious later on though. Good point about the enemy sounds, that'll be addressed by the next update. Thanks for the feedback and kind words!