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Firstly, i am not going to apollogize for how long this is

XD

I just tried out the game and  it really does look good although, i am not much of a fan of lowpoly art styles cause most games made like this usually kinda look samey and feel not so smooth ( In my opinion ). I've not tried playing with the lowpoly art style for this reason but i also think it has something to do with fact i can see so many polygons on the characters and environment.

I do like the ambient sounds used for the games main menu, it really fits the theme the game tries to carry.

Nice work!!

It could be my system but, i realized the transitions were a little slow when the camera moves from one target to another, Moving forward, i'd suggest really checking in the Profiler to see whats really causing your frame rate to drop before or when the cam moves... 

Right before the mission starts, i wished there was a way to see a summary of the selected characters skills so i don't have to memorize, cram or guess what they're good at, now i don't really know if their persona will truly affect how they function in the game and what kind of weapons they're are allowed to carry ( though that would be a really  cool feature don't you think ? )

also before the game officially starts, when the team is selected, making the characters appear alone on some sort of Round table so there's less on screen for the players to see would not only help your frame rate, but will also help keep the players locked to one character at a time, lastly, also leaving way more room for you to add in more UI elements to the scene, stuff like the Bio-Skill summary, Character stats, and any other thing you'd really like or need to add. This format also preserves the input you provided for moving the camera, the ( a/ d ) keeping things consistent and memorable for the players, also giving them less input and kinda really teaching them how to play the actual game through UI Motion, when the game does start, the player won't be pressing random buttons to check if their hunch for moving the player is right, they'd just... know and thats all thanks to your design decisions right from the get go.

Now this is stuff i'm noticing before actually playing the game, i'm still at the menu and character selection screen.

and oh, Please disable character animations for those characters the player isn't interacting with, that steps hard on the fps for potato PC's like mine XD, Basically, if a character isn't the priority, nothing about it should be enabled, you can go extreme with this and even just replace the character with an image of it which faces the camera then replace it with the actual gameObject with all its components enabled.

Anything behind the characters can be a literal image of the actual prop here making the background around the character blurry and since it might be an image, if you choose this method, you can just darken the image, letting the characters stand out even more, essentially making the character focus better on the character and anything else you want to pull their attention to.


Pressing the start button....

Never underestimate how important asynchronous loading and level transitions saves the game, for me, id start loading in the scene the moment the player is at the character equipment screen, so this is triggered somehow.

Did you do the Asynchronous loading for your current build?

Playing the Game...

On moving the characters i immediately noticed my frame rate dropped to Lord knows what but again i use a potato PC so its probably that. I  did check the settings and i was glad to see that there were settings for some stuff and also graphics... it didn't help much, but i'm glad its there.

For me though, the actual play time wasn't as long as i thought it would be,

1. cause of how slow it played on my PC: this in particular pushed me away quite fast cause i'm crazy crazy in love with fast paced action games and

2. cause of how the camera movement felt: i was there pressing the arrow keys to see if i could look around, but that wouldn't feel great since you need the mouse to control where the character goes.

In all, this isn't my type of genre i would usually engage with so i can't say i really had fun playing it but the game does look great and i'm genuinely interested in seeing how this game turns out in the nearest future.

. . . : Best of luck man : . . .