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Pros: 

  • Art style looks good and has a certain futuristic charm
  • Shooting feels punchy and satisfying
  • Controls are simple and intuitive
  • Game has potential as a frenetic arcade shooter

Cons: 

  • Player movement is a little too fast and camera overshoots the player position when following, created a nauseating effect (because of this, I could not get through the first level). I'm not sure why it overshoots - only thing I can think of would be that it's controlled through velocity and not position
  • Combat is too easy since there's no rate of fire cap on your weapon. The range limit helps, but the splash damage of the bullets negates that as soon as the enemies are in range
  • Enemy AI could be more interesting. This could be improved through programming (e.g. enemies strafe as they rush you or spread out to minimize splash damage) or level design (e.g. cover for enemies to hide behind,  multiple directions they can attack you from, wider corridors)

Fun Ideas to Try:

  • Intractable objects in the level (pressure plates, switches, buttons) that can manipulate the level to your advantage (or disadvantage!). Use them to control traps and doors (and anything else that sounds fun. Go wild!)
  • Add more weapons. A flare gun to light up a region of the level. A particle beam that can bounce off walls (don't hit yourself!), a small drone that fight alongside you, heal you, reveal enemies, etc. Maybe explosive mines. Lots of potential with the future soldier idea

Best of luck!

Thank you for that wonderful feedback, Sorry for causing nauseatic effects, that was because I overdid the cinemachine look ahead effects, I agree it was too intense. Thank you for pointing out the cons and suggesting the ideas, I was actually going to implement a system where one gun only works with one monster, and you would need to "change" weapons fast to destroy the horde, but had some issues and due to the time limit I wasn't able to implement it. Maybe on a later release since im planning to make this concept my first major project, I'm just 3 months into gamedev and there is still lot to learn, and thanks to your feedback, I have an idea of what works and what doesn't. Thank you once again, it means alot to me :)