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(2 edits) (+1)

Opening Comments:

Nice, simple mechanics. I didn't realize I was supposed to move with WASD. I just stood there and watched all the AI players on my team run up for a few moments.

Theme: 3/5

I didn't realize that each gun had random ammo nor did I see the icon in the bottom right until about halfway through my first round. This somewhat fits into the theme of Hidden Within.

Design: 3/5

I must suck at these shooter games, because I didn't even make it to the left-hand side of the map. The wall placement allows for some cover, but you really have to use diagonals to get any leverage with them in my opinion. I think if there were more broken up walls rather than solid pieces of them, it'd make for a more interesting level. Other interesting notes:

- Clean pause menu. I love it.

- Would have liked to see a controls page or a delayed screen that told you your objective and how to move?

- A countdown timer for starting a round.

- To signify that each gun is a different type, have it change color once you pick it up? I assumed they were all the same until I read your info at the bottom!

Audio: 4/5

I love the sound effects with picking up a gun and shooting. It puts me in the atmosphere of the game. Good job on this.

Gameplay: 3.5/5

The gameplay was fun. I played a few rounds and found myself losing nearly every one! This AI is too good, man. I like that once you run out of ammo, you have to run back to pick up another gun. It makes you strategically use the bullets or hover around a gun spawning area. Also good that the guns spawn after X seconds. They aren't always there, and that was a good balance move imo. Love that it's team oriented in that it's not a 1v1 against AI. You have AI on your side! Would be interesting to see this as a multiplayer browser game...?

Originality: 2.5/5

Shooters are a dime a dozen for me. This game reminds me of something I would have seen on newgrounds and played for hours as a teenager. I think it's a great first project, though, and shows you have a variety of skills in the game dev world.

I really appreciate your immensely detailed feedback and ratings! ^^

Theme/Originality: The idea is that each gun is loaded with different and random types of ammo (spike, ice, air blow, fire) but I had overscoped this and only finished the base game. The lesson here is: account for the base for the idea. Also, this was not my first project at all. xD

Design: This is my first experience with level design so I tried to keep it simple. 

By "diagonals", did you mean diagonal walls? That would be tough to code, but would make for even more interesting levels.

Question: Not sure what you meant by "more broken up walls rather than solid pieces of them", could you elaborate on this?

Regarding Your Side Notes:

- This pause menu has well matured over a number of my previous games, which is included in my custom project starter. I recommend creating and refining a project template to everyone.

- I think I could easily create a simple tutorial level with one gun spawner and one enemy. I once did this with my most downloaded Battle Simulator game yet here - where you choose your team color then learn to move around and kill the other guy to start playing.


- There IS a countdown timer before the match at the top. It definitely needs to be more visible. Maybe a low pitched voice counting down xP.

- Well, the guns are actually the same, just random ammo counts - since I didn't get to work on the idea with random ammo types.

Audio: Could have been better with grunting death sounds but couldn't find any just yet. Perhaps I should record myself xD.

Gameplay:

- AIs are actually for themselves but normally they just clump up together elegantly to create an illusion of teamwork. Also lesson learned: you don't need a complex algorithm for AI, even a Finite State Machine, a bunch of if-else statements will do.

- Multiplayer? It seems to me something far-fetched although it might just be my preconception resulting from people saying it's tough. Anyway, it's still a great idea and a goal to reach.

Thanks again for the feedback! ;)