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(+1)

you know, I really enjoyed this vibe. map design gave me strong feelings of eye divine cybermancy, and the look--and feel--totally reminded me of frozen synapse / introversion. this music definitely has promise. really though the gestalt of the whole thing--the tutorial, the menu, the maps--felt cozy in a sort of unified way.

the guns didn't have a lot of juice (which is fine) or weight, but they did feel sharp, which I liked. they also felt different enough to be reasonable as player choices, although I'm ultimately not sure how the rifle differed from the pistol?

I appreciated the removal of various standard fps inputs that were deemed unnecessary, like crouch and reload--definitely streamlined the experience. however, 'vibes management' (should be the name of a band) was something I pretty much completely ignored. reading numbers in a twitchy game is really hard, but for the most part it just didn't seem to impact my experience. similarly, I forgot that shift was an action I could take, because it never felt motivated as a choice in the game.

that being said, after playing for a bit I began to appreciate a little that this game could go in two directions, and it seems to me that your intentions for picking one of them are actually fairly well communicated. on the one hand, this could be very fast and juicy, with possession as a line of sight mechanic (that maybe triggers slomo as well) with some nice fast interpolation... this is what I thought was missing a couple minutes in. on the other hand, this could retain its slower, more thoughtful speed. it becomes a kind of tactics/puzzle/even sandbox thing, which rewards map knowledge and creative solutions. after finishing a session I realized that this is where you took the design, more so than the other thing, and I think that's cool.

e.g. the hide => Q => WASD => F interface flow for possession in the beginning felt awkward and interrupting--too long, too many choices, breaks the flow. but later on I began to appreciate it. it's more of a sandbox thing; it gives you more control, slows down play and makes you think.

in that case though, I would like to see more creative constraints on the player. when vibes did block me, it felt kind of arbitrary. I want vibes to be more of a valuable resource: something I spend to try and get past a hard part of the map. shift feels a bit one-sided as a player action: it always seems to benefit me, so why would I ever not use it? where's the risk? all of this feeds into possession, which I think fights a little as a core mechanic with shooting (which one is more important?). I enjoy possession and I think it has a lot of promise, but during play it was sort of unclear when and why I should do it.

I'm sure you took a look at driver san francisco when making this, but it seems relevant enough to bring up. they also managed this kind of dual player desire (taking control of cars vs epic driving action) in a way I recall feeling successfully awesome. might be some learnings there.

overall, great work! will be playing this again (right now).

(+1)

shift felt a little more useful on my second playthrough, once I intentionally tried to use it as much as possible. one simple thing to try is just making the vibes counter a bar, or around the xhair, or something more fullscreen.

I like RMB to throw. would love for that to be a thing that does damage as well. guns might be a little harder to pick up than they should be maybe? and easier to distinguish from one another.

solid 7dfps entry! still enjoying the menu music.

(+1)

throwing stuff was supposed to be a major element to the game, but - again and again! - i ran out of time lol. as a remnant of this, there's quite a large chunk of code in game that allows to do all sorts of nifty things with picking stuff up / interacting / throwing / etc, so i might revisit this and try to do something clever I.T.N.M.U. 

and, again, thank you for playing and for your thorough feedback! also glad you like the music :)

(2 edits) (+1)

first of all, huge thanks for your intricate review and critique! getting constructive criticism is very important (and giving it is really hard!) so i am immensely grateful for you taking the time and writing it up :) i'll try to respond to (most of) them point by point, if that's ok. there's gonna by a lot of "In The Next Major Update" in here, so i'll probably abbreviate it or something lol

first of all, the guns will probably get a slight re-balance /  redesign pass I.T.N.M.U. - don't know how extensive but a few things definitely will need tweaking. the idea with the "rifle" (it's supposed to represent a pistol-caliber carbine btw) was to have something a bit more precise and powerful but less spammy than the pistol - to fit between it and the actual rifle (which never made it in. whoops!). i might differentiate them a lil bit and have the carbine occupy a more rifle-like role, we'll see

the "removal" of unnecessary inputs (along with unlimited ammo) was purely to do with time constraints and prioritizing - i was planning on adding them but ran out of time. which is good, actually, because the game does feel better without them lol. of course, the entire user interface will need a major overhaul I.T.N.M.U. - honestly there's not much to call an interface in there at the moment

also yeah, the game does pull in two different directions, mostly because the whole possession mechanic wasn't even in it until about halfway through the development process. i was planning on doing just a fast-paced twitchy shooty thing with some cool slo-mo action, and being lazy/time-deprived i was hoping to reuse most of the code controlling the player for the enemies (only swapping the "brains" and keeping everything else the same, essentially) and then it kinda dawned on me lol

that said, i'd like to retain the fast-paced, chaotic bullets-flying-everywhere, hard-to-hit-anything-but-everything-dies-fast feel of combat, and i'd like for the player to have some ways of creatively approach the combat/possession situations, all the while not losing the sense of, uh, leanness to the game. guess it's gonna be quite hard to marry these two modes of play, which is a whoops. however, this is where posts such as yours are incredibly helpful - along with some really good advise and pointing out things that i might not have even considered (for example, i did not consciously understand the tension between the core mechanics until you pointed it out ), it really helps to see how other people approach the game, so, again, many thanks! 

also yeah i played Driver San Francisco for a bit many, many years ago, and i did not even realise the connection up until your post lol. probably gonna need to have a fresh look at it