Graphisms are good. Overall many things seem counter intuitive to me and a tutorial would be appreciated.
Revolver damages seem underwhelming. The delayed firing on the revolver is odd, delayed reloading would make a lot more sense if considering single action revolver if a delay is necessary at all.
Ammunitions are scarces for both weapons, at least at the start. Wich means i'm supposed to rely on the axe or stealth in theory. But i didn't find any command wich would allow me to dodge or block, wich would seriously limit the use of the axe or any melee weapon. And crounching doesn't seem to reduce the aggro area.
I did blow some head with the crossbow, but have yet to cut any part with the axe, and asides from the gore effect blowing heads didn't seem to have any effect.
The slow moving two handed sword wielder can be dodged, arguably. But the faster saber wielder while less tanky and dealing less damages can't be.
I have the feeling i'm not playing this game right, and that's only because i consider this game may be akin to Dark Souls and the likes.
Crossbow bolts can be picked back apparently, when they don't hit armored parts or destroyable parts, meaning saber wielders can be softened with the crossbow, then the bolts picked back while you finish them with the axe. If you kill them before picking your bolts back, the bolts do disappear though. But that seems to be the opposite of what the game is marketed as seeing as it means using the 'sniper weapon' to hit center of mass on 'mobs', to use the ammunitions anew. So again, feeling like i'm not playing it right.
It doesn't matter how i play, be it running around trying not to get caught like a streaker on a football field, rationning amunition and drugs or whatnot, i always die around the second ballista.
On occasions, missiles - be it bullets or bolts - seem to stun the target, not sure if it's intentionnal or not.
Best way to kill the heavy armored ennemies seem to be to charge in... litterally in... for the axe to ignore armor...
Right now, this is a test beta featuring only the first location, and the game is designed to be challenging. Each location is planned as a different genre, but the demo currently includes only the first area, which is a Souls-like experience.
That means resources are limited — ammo and healing items are scarce, so players need to decide how to deal with enemies: think carefully, avoid fights, or engage in combat. The level also contains many secret puzzles and hidden areas that reward players with valuable resources like ammo, healing items, and other supplies that are intentionally hard to find.
We are still working on the balance and also considering adding a blocking/defense mechanic.
Thank you for your feedback!