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haha, the corporation is now dissolved and the world can rest easy

great effort with this one! not much i can say or ask that wasn't already said or anwered in this comment section, but i really liked how well-polished and well-designed this was. the "chase sequences" with the corporate officers were great, and the subtle ragdolling of my fallen foes filled my heart with joy. i felt that difficulty was quite well balanced - the enemies aren't too hard to beat (they only managed to land hits on me when they ambushed me in doorways) but you still have to be careful as you don't have health pickups so you can't afford to be damaged. ditto for ammo - either be careful or face running out of it. both of these design choices fit the game well, i felt

two things i'd like to commend from the technical point of view that weren't yet commended (as far as i can see). one is pathfinding. seriously, not one enemy got stuck in geometry, and i had to chase one particularly obnoxious executive not one but two levels down (speaking of, i'd like it if we could shoot them). this is EXTREMELY impressive, considering the levels are (semi-)procedurally-generated. two, the outlines. for real, i'd like to know how you're doing the outlines, they are some of the best outlines i've seen in a game and i spent an embarrassing amount of time running around various objects trying to figure this out (i'm pretty sure it's not screen-space edge detection and i'd be super surprised if it is)

all in all, this entry is extremely impressive, great job!

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Thank you! The outlines are a screen-space process, using differences in both depth and normal to detect edges. There's a few artifacts, especially around doorways, but overall I'm very happy with the results and I appreciate you mentioning it!

Deleted 2 years ago