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Before I get into answering your questions, I wanted to mention something. I really loved the tutorial! It was beautifully done and gave me exactly what I needed to begin playing the game. However, it has a few typos. Double check that.

Music Volume:

The volume was actually perfect in my mind, and totally fit the vibe y'all seem to be going for with your game. Can't say too much more on this.

Dislikes?

I will start by saying the enemy drop spread was fixed for the most part. None of the drops were getting caught on invisible hitboxes like last time, which allowed me to pick all of them up. Plus, the screws and springs in my inventory incremented properly. Really good improvement! However, the spread felt a little unnatrual because of how far some of the drops went. I also want to mention here that, even though it is the opposite of a dislike, I really liked how your artists have beautified the game. I noticed that even when I pressed both up and left, there was a sprite for facing diagonally up and left. Nice attention to detail! That's not normally seen in these types of games.

What was missing?

Adding a small walking animation to the little dude's feet would be nice but isn't 100% necessary if that's not the aesthetic you guys are going for. When it comes to the radiation, I did not have a sense of urgency while standing in it. I feel like it could damage the player faster to give the sense of urgency standing in radioactive green goo is supposed to. What did, however, increase my sense of urgency was the timer at the top. I didn't even realize it was there until there were 30 seconds left for me to complete the mission and I scrambled to find the last terminal to fix. This lack of urgency from taking damage honestly applies just as much to enemies. On top of that, the game is missing pathing for enemies. Again, if that's what you guys are going for aesthetics wise, dope, but if the enemies pathed toward the player, I feel like it would make things more hectic and fun for them.

Tried to do something and couldn't?

Open the vault door by the upgrade station, though I assume that is just a prop. There was no explanation for it at all, nor did it seem to be part of the level. If I am missing something about that door y'all are hella sneaky.

Clear Objective?

Yes, though the objective was a bit linear. I won't hold that against the game, though, because I still had fun while testing it. Plus I have no ideas on ways you could improve on it.

Controls and Feedback

Yes! Absolutely the controls feel natural. It might be nice to be able to free aim the weapon with the mouse, but otherwise I think the controls felt great. When it comes to feedback, that is where I have some issues. While I feel like I was able to control the robot just fine, I was not able to fire as quickly as I wanted to. Of course, I still never felt like I was in danger, so it wasn't that big of an issue, but I feel like the cooldown on the firing could be a bit shorter. Responsiveness to my inputs, otherwise, felt great.

Good second demo guys, overall I really enjoyed it!

Eric H.