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(1 edit)

Finished it anyway, here's the extended cliff notes but if you want more we can chat about it.
Look/Sounds:
1. Models, Textures, and Sprites are just as awesome as the original
2. Flamer fits right in
3. Atmosphere is spot on
4. The flares on the ground's sound propagation seems too quiet, I only noticed they had sound when I was standing on top of them. But if they're louder they may be annoying so there may be a middle there.
5. The shotgun's sound effect seems off, like the gunshot has an echo but it cuts off for the pump?
6. The voice alert for the boxes seems way louder in the mix than it needs too.

Gameplay:
1. The act of shooting the xenos is very satisfying
2. I could tell that they had some sort of strategy about whether to rush or spit depending on some criteria I couldn't nail down. I liked that.
3. The gun crates and health/armor/ammo stations are not my favorite decision, but that's entirely taste. Feels too easy to just backtrack with scripted spawns, for me.
4. The save station, however, was a great choice. Even if I had problems using it.
5. Getting to turn the flamethrower on all the eggs when mopping up the samples I missed was a great endcap to the game.
6. The eggs spawning facehuggers on proximity and knowing what eggs had samples made the Jockey room laughably scary instead of frustrating.
7. I was never at threat of dying at any point in the game. Not sure if I'm just cracked or xenos need to do more damage.

Bugs:
1. The hive floor in the Green Key area has some weird geometry problems. I got stuck on nothing and face huggers fell through the floor.
2. Save/Load doesn't work at all.

Hairbrained Ideas:
1. Is it possible to have a xeno spawn by falling from the ceiling? It would be so good to have that green key pickup positioned so you grab it, then like three drones drop in on you.
2. I feel like there needs to be one more xeno sprite. Like a melee only that's faster on all fours. Just to spice up some encounters.

hey! firstly, thanks so much for playing and for your feedback, really detailed feedback like this honestly helps me a lot so i appreciate it. Sorry it took so long to get back to you i was on vacation and i wanted to actually sit down and reply to you properly so had to wait until today :D

I'm just going to go through some of your points that i wanted to comment on.

points 4, 5 and 6 are completely valid, honestly sound mixing turned out to be an absolute nightmare for me and was so much harder to sort out than i anticipated. I was worried that the flare sounds might be too annoying like you mentioned but i think i maybe went to far in the other direction. Same with the voice alerts for the boxes. As for the shotgun sound, yep, that's really annoying for me also, it's one of the engine flaws, the sound is actually tied to the reload animation so if i extended the sound the shotgun would reload to slowly so it was just one of those things i had to put up with :D

very valid point about it potentially being to easy. As i played this numerous times over and over when playtesting i was scared i'd be making it to hard for beginner players so I tried to balance it accordingly and i think that maybe i went to far in the other direction again. I'll look at balancing it out better.

the save point bug is very very strange, i downloaded and fired up the version on itch and it seems to reload the save just fine for me. When you load are you clicking on the 'Slot 1' option? it should have 2 diamond shapes either side of it so you know its an active load file? I tried it by manually loading and also by getting killed and it loaded straight back into the slot i saved so it's hard for me to replicate this. if you have any more info so i can figure out the bug i'd appreciate it.

I tried to mitigate the collision bugs as best i could but because of the nature of the engine thats sometimes hard but i'll see if i can fix some collision/noclipping stuff in a future update.

some questions from me now if you have time:

1. did you use the slow-mo feature at all? if so, what did you think of it? if not was that because you didn't know about it or just thought it was unnecessary?

2. did you complete the side missions? if so what did you think of the upgrades you got from them?

thanks again for your time playing it. It really does mean alot to me :) 

I will retry to save and load when I have time to and will update you.


1. I did not touch the slo-mo. This was mostly because I never felt in danger enough to need it, and the doom style of the game doesn’t have the flash of a John Wu movie that would give me the wow factor

2. I got all the discs, missed one sample but that was because I was on a time crunch and wanted to finish quickly. The armor boost meant nothing to me because I was hit so rarely I don’t think I ever lost health. 

For difficulty the time to kill on the drones was good. I think the problem was they were always far enough away that I could pain state them before melee or dodge if they spit.

Appreciate the feedback thanks :)