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Thanks for the feedback.  It's a half-stealth game I had in mind, except I only implemented the clunky out-of-combat / methodical opening strike attack. I also jacked up the AI's vision and aggression sensitivity for the prototype higher than what I was usually testing with since I haven't implemented animations yet to convey the more nuanced behaviour. (shock at seeing player, stance changes based of alertness, drawing their weapon, turning their heads in search etc)

I also don't expect the type of fast-moving rush-down enemies to remain in the game.

I've got to strike a better balance with clarity of the aiming grid, perhaps highlight enemies and the blast area, make the through-walls effect less noticable. 

It sounds like a good plan. I hope to see your submission in the next DD when the gameplay is closer to your vision.