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For v0.5

Hey there again! I did a while ago a gameplay review video on your update v.0.5 and I am aware that there are more updates but I already made this so I wanted to share it anyways. Here are some notes in case the video is too long to watch. Hope this helps!



  • The squad is really great, however I am wondering if they can get attacked by the turrets in the future updates.
  • I have noticed that you have introduced new features in the game, such as enemies with shields (pink shields I think) and also drones! However, you might want to show an introductory paused screen that explains what each new encounter does when facing it for the first time, like I did in the video here, you could pause the game by a popping screen telling us what shields do, or what the drones are for (just an idea).
  • The mouse lost has been again generated in the gameplay video. It happens after the black screen loading one.

There is an issue with the waypoint system where it does not really show you where to go inside the game! Other than these points, I really enjoy the gameplay every single time I test play your game and will be doing more of gameplay review soon for your game.

(+1)

Hello ZakariaGhorfati!

Thanks for going back to the demo!

About the Squad members not being affected by traps & turrets. This is intended. It would require quite a lot of AI Senses checking for them to be aware of those. And it would not add to gameplay experience. So, unless I find an efficient way of doing it, it will stay as it is.

I must find this glitch you got during sequences, I'll do some testing on that using different resolutions and mouse settings.

About encountering new features (like the shield drones), this something I'm working on. It is quite a delicate work because I don't want to bother players with tons of informations. In fact there is a second tutorial availlable (as says the popup you got when in your vessel), it is accessible on the mission console under "tutorials" tab. It is just that the mission console design has a bad design, you did not see that there are two tabs. I will work on that.

About minimap & waypoint. The triangle top left of your hud is not a waypoint, it is just a compass as such it is always pointing one direction. I don't want to implement a minimap because it tends to spoil the tension to be in an unwelcome place. I think I'll trigger the Exit Waypoint when player reached a kill threshold, may be when he dispatched half of enemies.

Thanks a lot for taking the time to play and share your experience. This will make shootout a more pleasant experience for everyone!

Hey Siilikone! 

Thanks for replaying to my gameplay review! It really makes me happy knowing that what I am doing have a good positive impact on game development!

For the Squad members, it is so hard to make the AI Senses for them! and I do see that this game is so good and well done! Better than most games that I did reviews for on itch.io here!

For the triangle top left, and after you explained it, I think I can adjust my way of playing after knowing how it works! And honestly, your idea about making it trigger the Exit Waypoint after a certain point seems so good! 

Other than these little details, for sure your game is great and I am sure you already know this ;) the gameplay is the most fun part of Shootout.