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(2 edits) (+2)

Yo. Just played update 2. Lots of things I loved and was perfect about the older builds is here, but there are some things I feel need some tuning

-> One thing which is missing here which was present in older builds was a sound indicator for when you clear all enemies in a room. The text you have appearing at the top of the screen is a welcome addition, but very easy to miss. In a game like this where you have to deal with enemies as quick as possible, it can be very annoying getting to the end of the room thinking I killed everyone, but there's still that one guy left who I missed ( Sounds a little nitpicky but ig I got too used to it in the older builds lol. I still feel like a combination of the old sound indicator and the new text would feel complete )

-> The current levels with jump pads also suffer from a similar problem, in that it is very easy to miss an enemy and very frustrating to have to jump back up to get them. I feel like a normal arena with the jump pads in key positions would be better and would still encourage you to play fast and efficient like what the game pushes you to do

-> The spike traps feel a little unnecessary and are a little hard to actually see when you're moving around. The rotating fans are fine for the arenas they're in though

-> The delay between dashes seems a little large for dashes to be really useful tbh. A little lesser delay is all that's needed to fix this

-> Love that the new enemy types ( the spikey guy who charges you and the machine gun enemies ) and the new machine gun turret are aggressive as heck, but it feels a little unbalanced because your health depletes a little too fast at times, and you get far too little health back for killing enemies. To balance this out, all this needs is maybe 40-45 health points back instead of the 10-20 currently and have your health deplete a little slower.

-> Love that there are more perks now, but some combinations ( you use only fists but enemies have that damage sphere around them ) are major run-enders.

-> Really don't like that the perks for every room in endless mode are chosen for you at the start of a room, because it means you have no idea what was chosen at times and depending on the combination, might just end your run then and there. ( unless this is a bug )

-> This might just be subjective, but I feel like the levels are a little too cluttered now. Enemies very easily got stuck between boxes.



==> Bottom line for most of these critiques is that they slow you down quite a bit, which kinda takes away what makes the game so damn fun. Everything else though, still as good as ever. Every weapon still feels good to shoot and melee feels better than ever.


Apologies about the long list of critiques lol. Just that I felt that the older builds were basically near-perfect. I love the direction you're going in and think that the new additions are really good ideas for moving forward.

Thank you for feedback! It's great. I'm already working on some quick fixes.
I change sound of cleaned room but it seems like its too quiet.
I'm gonna add some extra health and lower dash reload time
You actually can look what kind of perks you picked from pause menu. I would work on endless mode more and add this feature.

Can you check new version too? I just updated it

(5 edits) (+1)

Yup, just played it.

-> Definitely feels a little more balanced with the health depletion rate. Though I really feel like every enemy should give you back more health instead of just the running robots who punch you giving back 30-40 health.

-> I feel like the fire rate for the machine gun enemies and turrets should be a little lesser just for the sake of balancing

-> I also feel like their bullets should be a little bigger and more distinguishable though since they're kinda hard to see ( might just be me though )

-> The sound for when all enemies are dead is fine, but even with the increased volume, it feels a little indistinguishable though. Had I not known from the earlier builds that there was a sound effect after I killed all enemies, I don't think I would have noticed it.

-> I also noticed that grenades which you shoot do not cause damage to turrets mounted on walls

-> Fists seem useless against the rolling spiked enemies

-> My issue with perks still stands but that will take a lot of balancing so it's understandable lol

Like I said before though, love the direction you're taking this game in. It's damn fun, and would definitely be perfect if you can iron out these issues