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Hello there!

I enjoyed the atmosphere and setting of this game a lot! I do have some feedback for you though ( and I mean all of this with love!):

The slow-mo feels out of place with the pace of the game IMO. It feels like something that was added because you could add it, not because it fills a role in the game. I never used it, and the enemies didn't get to the point where I felt overwhelmed by them enough to activate it.

The player character is very OP. She moves too fast for anything to ever hit her and the eating mechanic provides a consistent amount of health so, even if you were hit, it wouldn't matter much.

 A few things could help remedy this. First: There needs to be some kind of pressure enemy to allow the melee enemies to close the gap, Secondly: I think the eating mechanic should be changed (and if this doesn't fit your vision then absolutely keep doing your thing :)!!!). Instead of the viscera directly healing the player, maybe the guts/ vomit can be used in some sort of currency system where you use it to purchase health kits and ammo. Third: I think the vomit also needs reworked into somewhat of a "BFG" style escape plan or something of that nature. With these changes the vomit has more of a gameplay purpose, and it makes the player choose between having the currency for later or getting out of jail right now. Obviously this could be expanded upon, with the vomit or body parts being used for different spells. which brings me to:

If she is a witch or the like: GIVE HER SOME SPELLS! Replacing the slo-mo would be the best option IMO so that the mana bar still has some use. However, If you wanted to keep it as one of the spells, I would say the amount that slows down should be less (meaning the time is faster than in its current state) I personally believe some kind of blink spell would be more interesting over all! This should be a fairly easy migration behind the scenes if the item system mentioned above is implemented! 

I honestly feel like this game would benefit from the pace being slowed down quite a bit. I could personally see it succeeding more if it had a slighty faster pace than something like Resident Evil 4. The spells and weapons would hit harder, ammo would matter more, and every hit would be agonizing!

Conversely, increasing the pace of everything would fix the slo-mo issue, but would make the puzzles/ platforming feel out of their element. The best advice I can offer about the pace (and this game as a whole): is don't try to be every game you can think of, be YOUR game! :) 

finally a few minor things: I had V-Sync on and the game had some tearing still. The audio levels need adjusted, some times the guns felts too loud, other times too quiet. With the current pace of the game, the things you light with the torches take too long to light.

Again: I am giving you all of this feedback because I really enjoyed the game, I just feel like it is having a minor identity crisis. The guns, art, sounds and atmosphere were great!

I would also love to help develop the game. I don't have any experience in Unity or anything (yet), and I am not good enough in the 3D space (also just yet, I just finished college for it, but don't like 3DS Max so I am switching back to blender) to do any of that, but I would even help test! You can reach me on twitter @BigDoof12

(+1)

Hey, glad you enjoyed it and thank you greatly for the feedback! 

The player does move fast for sure, on the hard mode(the original game mode I made) the enemies do hit fast so you have to keep moving. I guess I made the normal mode too easy maybe, since the attacks and enemy projectiles are much slower. I got a lot of feedback from people who were finding the game to be way too hard. Agreed about the eating mechanic always being a fall back, which is intended but as you said it can make it a little easy.

I like the idea of the blood/gut currency but feel it would slow the game down too much. I'm going for a fast paced old school fps and I feel it would break pacing. Definitely agree on the puke being more like a bfg though, it's currently just the first pass on it so it's super rough and is only there in order to stun enemies. Was thinking of it only being able to be used when you get the meter at certain levels, maybe 30, 60 and 100 percent of the gut meter and each does a different and progressively more deadly special bfg like attack. 

Also in regards to the slowmo, yeah it needs a re-work and will be just one of the spells you get as you progress as this is only the first level. I already have a dash/blink like mechanic in the game but it's something you gain in the second level as I didn't want to overburden the player with new mechanics all in the first level. 

Definitely agree the puzzle/platforming parts feel out of place and breaking pace, thinking of removing them mainly and only keeping puzzles as ways to unlock secret areas so they're not necessary for the players general progression through the level. 

I'll take a look into the v-sync thing.. Quite strange :\ and for sure the audio levels need a pass, I'll add that to my to-do list. 

Do you have discord? Might be an easier way to get in contact than twitter. And yeah, use blender. I need to transition to it myself, I'm sick of 3ds Max and the crashes I've been having in it for the last 10 years or so. 

You're very welcome! I actually played through on hard mode when I was writing up all the feedback i gave :). I am glad some of the things I had issues with you have been working on and it sounds like it is all going in the right direction. As I said, its your game, so keep pushing the old school FPS feel! 


My discord is: Bigdoof12#8695