Thanks a lot! Though, I must say that I was able to learn how to actually finish games only after a lot of unfinished, dead prototypes-
And, please post it's name here when it's on itch.io, I'd love to see it once it's uploaded!
Yeah, doom was an incredibly smart shooter for it's time. And I agree- that's definitely something I'll have to consider in my future designs, especially once I'll finally get on working with multiplayer.
Something I'd like to mention there is that people don't always need all of those three things- in movies or books the audience/readers aren't autonomous (when it comes to the plot), or competent (usually).
Yeah, I feel like the enemies in my game might be too fast for action, and they maybe fit Horror better... to the point of frustration. I usually end up making enemies in my game be really challenging, to the point of requiring quite a lot of skill in order to defeat them, and to the point where it becomes nearly impossible to kill a lot of them, without just trying to pull one towards you at a time.
(Example: https://deadmansarmour.itch.io/one-last-flight)
Hmm, I like the slow down idea, but I wouldn't want it to always be incredibly effective- maybe it would be better if enemies would be slowed by a random amount, ranging from "just a very little" to "quite a lot"- so that would make fighting crowds of enemies more interesting? It would be fun to try that.
I'm glad you liked the knife idea! I'd definitely try that out if and once I'll make a remake of this. And yeah, I had this idea of a trap gun that would make the player still run away, but instead of shooting enemies while running away, the player could, this time, try to make them step on traps instead- there are plenty of other cool features, though, like the ones you mentioned (stun and slow) or different ones, like poison/bleed effects, or grenade launching weapons- but sadly I couldn't fit them in the time constraint, and instead I'd probably add them in a remake or different projects :/
I'm definitely likely to use your feedback, but I take Rami Ismael's approach to feedback, and I usually just try to find my own solutions to problems that people find, rather than their solutions- unless those solutions really fit- like the slow one (which I'll still probably somewhat modify, but could be incredibly great to the game overall). However, I still really appreciate people offering solutions and finding problems - because that means that they care, and that really matters to me.