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Honestly, I didn't have a lot of fun. I think there's a lot to improve here.

  • Please let me rebind controls. Crouching (and sliding) with C is tricky, while Ctrl goes unused. My mouse wheel is also starting to fail, so having to press it for grenades isn't too great either. It's okayish as defaults but definitely need to be able to rebind. Simply enabling the unity startup dialogue would allow players to do so, unless the inputs are hardcoded and not using the input system.
  • Sliding is wonky when trying to do it up a slope. I wish I could slide up similar to the titanfall/apex games, but instead it even slides you downwards if you hold the button for a while. Sliding a shorter distance is fine too, but I feel the character should get up/crouch when the slide isn't moving forward anymore.
  • Aiming is tricky, would appreciate a laser dot where my bullets will actually go, on top of the third person reticle (check out Remnant, it does that well).
  • Enemies seem too spongy, even though they weren't really doing much damage, it was taking me a lot to kill them, and was running low on ammo if not empty most of the time. Even with the melee finishers it takes very long to do them, and you get swarmed.
  • Please prevent wood crate debris from colliding with rockets and such. (Options to instantly remove debris from the map are always welcome, as well.
  • Room dimensions are hard to read, I think having a bit of textures on the ground and such would help.
  • Voices can get obnoxious, I'd like an option to turn enemy/all voices off.
  • I'm not really sure about when I pick up ammo. Maybe a bigger ammo drop model would help.
  • Switching weapons on the go can prove a bit tricky, I'm not sure if it's due to the camera being to the side of the character that I don't quite line up with the item while running when I press F to swap them, or what's the deal, but I feel like I have to really stand still to be able to pick up weapons. Maybe it's just me.

I like the fast paced action and the movement seems to be on the right track to feeling very dynamic and flow-inducing, but as it is right now there are too many issues stopping me from feeling like I'm doing cool moves and kills.

(+1)

Thanks for playing it.  I was trying a lot of new things this version and I'm glad I'm getting a lot of different feedback. 

They axed the unity startup dialogue in unity 2019 :( A lot of people have a lot of mixed preferences about where the slide/grenade button should be so I'll have to make remappable controls a priority.

You're right on the sliding, I really only designed it to be slid downwards, but I think I should make it more like Apex. 

Most of the time, the weapons should shoot where the crosshair is aiming at +  the spread of the crosshair.  If it is behind a wall though, it will try to ignore the wall and shoot at whatever is behind the wall (in front of you). I think the spread might be a bit much, so I'll try reworking that.

The enemies were meant to be ragdolled first by sliding or explosives, and then be shot. They have an orange outline when they are "vulnerable."  I was pretty bad at communicating that so I'm definitely going to rework it and make it more accessible and obvious.

The wood crates do make the map pretty messy, so I'll have to make them make less of a mess.

I didn't really have that many good textures so I'll make a visual pass on the level next version.

You can actually mute the voices in the sound options in the menu. However, I'm going to definitely gut the  frequency of them......

You pick up ammo when you have the same type of gun as a weapon on the ground. It just "eats" the weapon and gives you its ammo, but I probably need a better ammo collection sound.

I designed the pickups so that you pick up the weapons that you're roughly pointing at with your cursor. It might be some weird situation where something is colliding with some other object that's giving you an issue.

Shame, mine is running on 2019.2 and still has the dialogue, guess that one's on unity.

The aiming issue, it's not about spread, it's that the trajectory of the bullets isn't the same as the camera's forward vector. at some point, the bullet trajectory will cross the camera forward vector, and ideally at that point is where the crosshair should be placed.  But when is that? 10m in? 5? 20? We don't know, and even if you did indicate the crosshair distance, it still won't be very accurate visually for distances shorter than that. That's why I mentioned having a laser dot where the bullets will actually collide.

I didn't think of turning off voices until after I stopped playing, so that one slipped by me. Sorry about that!

(1 edit)

The bullets raycast from the center point of the screen + some offset based on  the weapon's spread stats forward towards the world.  The gun then shoots a tracer towards that point even if it technically isn't facing that way. I like the idea of a laser so i'll try to line it up nicer next time.