Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(1 edit) (+1)

Thanks for providing a linux version! This is actually my first Unreal Engine 5 game.

I think you have a solid core loop. I didn’t have too many performance problems on Medium, though I think the shimmering on the distant crates is very distracting.

I only have three main issues:

  • Bullet drop is nice, but I feel like feedback could be better about distance. I would have liked a distance indicator when scoped in. This way, I could get used to which ranges will require a certain level of bullet drop compensation as opposed to blindly firing until I get a feel for it.
  • Bulletcam is too long. I would have kept it on, but getting bulletcam for misses and having it take upwards of what felt like 20-30 seconds made it bothersome.
  • As far as the scoring goes, I feel like there was a missed opportunity to score headshots. I was deliberately waiting for enemies to hold still for the right opportunity or walk towards/away from the player.
  • I think the gameplay loop and scoring encourages reckless behavior and risky shots as the player has infinite ammo and receives less points for safe but effective shots than unnecessarily risky ones. I would have included a penalty of some kind for triggering enemies’ alert status without killing.
  • The gold bars felt a little like padding as there were no enemies to fight and there was no reason to explore the other rooms; I wish they had led to a higher balcony or something useful to the player, or that there were enemies that could spawn into the player grounds.
  • To me, the mouse sensitivity felt too high in standard view and too low while scoping. I would appreciate the ability to adjust these separately in the Settings menu.

This is coming across as fairly negative but I think what you have here is a very solid experience. I didn’t have any real bugs in the experience and getting bullet time in there was a very nice touch.

Congrats on still getting the theme in there somehow, I got a chuckle out of that. Nice work on the submission!

(+1)

Thank you for your feedback, and I agree with all of your points. I think you played version 1.0, I made some fixes in 1.1 to the bullet prediction implementation to confirm if a bullet will hit, and 90% of the time it works, the only place it struggles now is on moving enemies when they are walking between the containers and such, the reason being is that the prediction fires two simulated projectiles, one the size of the bullet (this works on all stationary targets) and one which is a quite a bit wider to compensate for moving enemies, this is where it can get confused because I had to allow it to pass through static objects like the containers otherwise it would stop on those and report an invalid hit even though the bullet would hit. I think if I ever re-visit this game in the future I would have some kind of secondary collision detection on the enemy that would place it further in front of the enemy based on the direction they are moving and their velocity to determine how far in front of them, then I could just use the initial bullet prediction rather than two.

Bulletcam is definitely too long but with 1.1 this is mitigated as it only happens on definite shots 90% of the time, and you might 2 or 3 invalid shots (depending on how many moving targets you attempt and miss!) 

Scoring - definitely, this is something I wanted to incorporate but the bullets would always report the "Torso" bone for any shot chest and above, and I couldn't figure this one out so I scrapped it, I originally wanted enemies to have health and each location would provide different damage, as currently you can shoot an enemy in the toe and it's insta-death for him 🤣

Gold bars were definitely padding and I think that would have been an awesome use for them to have a secondary area which leads to more enemies.

Sensitivity sliders was something that was requested as well which I implemented in 1.1 and is something I will be making sure goes in first for any future jam entries, as this was my first jam I've entered or even played others games in, I realise how frustrating it can be since we are all used to different sensitivities and all run different DPI settings and such.

I'm not reading this as negative, it's all valid criticism and something I will definitely be taking on board for my future jam entries, so I appreciate you taking the time to provide all this wonderful feedback!

Thank you 👍