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Hm. It's very good on the presentation side, plus it delivers quite a good experience.

First person shooters are so damn hard to make plus to get all the details right, and you really got a strong start here.

The pro: Visuals, sound, good surprise attacks, pretty good gunplay (could be more steady, though), interesting level design. Good job 👍

The contra: First and foremost, the bossfight. It feels very enforced (like, it was your very best idea to end on a high note with a boss fight without having an interesting boss-mechanic in mind). Now, this sounds so arrogant of me, which it isn't meant to be. What I'm trying to say is: Find a better high note for the end (like a big horde  with a hold-this-point-mechanic, for instance) or find an engaging boss mechanic, either would suit this otherwise excellent indie-shooter so much better than what this boss is doing (maybe take a look at doom 2016).

I also disliked th strong head-wobbling during sprint, you could be more decent on the presentation side here and it would even feel better.

Finally, a strong player-damage-feedback would be very good in my oppinion.

Okay, so... let me make this clear: This is a very, very good start. Very, very good.

Keep it up, you've proven you can make an engaing action fps here. My critics are only meant to help and mayyy come over a bit harsh, but only with the intention to help me to be precise, not because I think I could ever create in my whole life what you've done here so far. I loved the level so far.

Looking forward to a full game!! 👍

Thank you so much for such a flattering feedback.

I totally agree about the boring boss. I think in the next update I will deal with its mechanics.

But I would like to clarify two points:
1) "pretty good gunplay (could be more steady, though)"
2) "a strong player-damage-feedback would be very good in my opinion."
Could you describe in more detail how you would like to see it or what is missing?

That's tough. I'm taking guesses here, but I can do that at least:

1) 

  • the gun shooting animation is a bit wobbly (maybe a simple 2-frame-back-and-forth would be better)
  • the overall recoil could be much lower (maybe it's just personal perference, but I like an automatic rifle to be more precise)
  • mouse sensitive adjustment would help some here as well to achieve higher rprecision feeling

2)

  • Very tough to answer. It just does not feel vey impactful to take damage from enemies as a player. It's rather that, without the HUD on the left bottom, I would basically have no idea I've been hit hard. Maybe in "impact" sound plus some low-on-damage-hud... you'll find something! :)

Hope this helps somewhat!

Thank you for clarifying. Now I understand my shortcomings. I think i can do something with it ;)