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So I'm somewhat torn on my thoughts here. First off, I'm glad I played and had been looking forward to trying Redo out while I was on my short break from videos. The atmosphere, art and design are astounding. The post-apocalyptic bio-mechanical feel reminded me a bit of Giger and Beksinski and I thought it worked really well overall. However, I found the movement and combat to dissatisfying at best and frustrating at worst. The guns feel utterly useless against two thirds of the enemies I encountered due to the dissipation of the projectile, the lack of aim and the height of some of the enemies, be that floating over the line of sight or sitting below it. The energy shield was nice but it could only block projectile attacks and since the grenades were tied to the same input as the healing, I never swapped over to them. Understanding that I likely did not find every unlockable ability I can't say if my suggestions are valid. Using the d-pad to swap items and binding a directional dodge to the triggers could really improve the flow of combat and given that the draw weapon button already locks the player in place, using the left stick for 45/90 degree aiming would be a huge improvement as well. It seems there has been some inspiration taken from dark souls in the looping level design and checkpoint system but it seems, to me, to clash harshly with the resource based ammo and healing system. I feel like it would be pretty east to accidentally soft lock yourself into an area with no currency, ammo or health due to the systems that are in place right now. Overall it doesn't really seem like a metroidvainia right now, more a resource management survival and exploration game and that may have affected my expectations and overall impressions. I think giving some clearer tells to the environmental hazards and tweaking this resource based survival system into a more souls-like exploration, learning and mastering system with lighter restrictions on starting resources but heavier restrictions on pickups could go a long way to inporving the overall feel of the game. All of this is first impression, subjective feedback, so please take it all with a grain of salt. If it doesn't align with what you want the game to be, that is completely fine and I'll still be more than interested to see what becomes of it! All the best and good luck to ya!

Thank you for your video and feedback!
"The guns feel utterly useless against two thirds of the enemies I encountered due to the dissipation of the projectile, the lack of aim and the height of some of the enemies"

That is your first gun and it is used primarily to stun enemies, The limitation of the aim system is a design choice to create new strategies to deal with out of sigh enemies(trowing grenades, using a sniper rifle, using drones or getting to a higher place).

Btw, why didn't you use the dash? It's definitely would help in the combat!

"but it seems, to me, to clash harshly with the resource based ammo and healing system. "

That is something I'm still testing, indeed right now this system can lead to a soft lock if the player tries to play like a hack n slash... so I'll try to improve if until the final release


again, thank you for your feedback!

Yeah, I understand that the starter weapon isn't meant to feel all that powerful, but unless many of the later weapons have either a homing ability to make enemies above or below the plane of fire or a much larger area of effect, I can't see there being many situations where a gun would ever be more useful than a melee hit and run tactic. Using a resource to do damage vs free damage, albeit with higher risk of damage, to me seems to favor the latter in most situations simply because there is no aim. As cluttered, cramped and vertical as many of the levels are, using a resource free attack that won't miss simply due to a incline seems like the favorable choice.


As for the dash, I don't think it was tutorialized all that well. I think putting the player in a safe situation where they're forced to use it would drive home that it's an important mechanic, because once I moved on from that section, and the fact that it was a directional input combo and not a dedicated button, I completely forgot about it.