Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

This felt like a liminal low poly version of my own game, Unrider: it starts with a dialogue, you have to enter the corporation building, eliminate the guards, find the server room and hack a terminal.

But you have a more detailed hack plus static and floating (hackable!) security cams. Nice.

On the other hand, the rooms are mostly empty enough that the environment felt more like a dark blue version of the backrooms, level 0. Can VDB not afford lights? The darkness and the similarity of all rooms, even the server rooms, made it hard to navigate.

The guards are too tough, I think. I needed 12 - 14 shots to get them down, nearly half a magazine. (And there is no indication whether the "force push" does damage, too. An indicator would help.) In this time, they continue to shoot at the player with a high possibility to take him out. In a stealth game which takes more time than a Doom-like "run and shoot everything" approach, it is frustrating to lose all progress only because the guard refuses to die after ten bullets.
Ok, maybe I could evade all guards by more stealth. Or fire more precisely, but I think I hit some rather well. But - I don't know. I had two terminals done, after several minutes, and was not keen on repeating it all over again, because I did not know what was my fault what wasn't. And that's not a good result for a game.

I recommend a life bar on the guards so that the player can see whether his actions have an effect (or lower the hit points of the guards). Put more furniture into the rooms so that they become more realistic and "readable", and a little more light. Yeah, I know, it was a Gamejam game; I had the same problems with my rooms at the beginning but I think I have put enough in them that it works.

Aside from that, I think it's a decent game which a solid music track.