Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

There was more there then I expected, and I was surprised when it ended in the Sportsbar, at that Point I was immersed enough to want more. That being said, environments are ugly,  but not thanks to the models or the mood or anything ,just because its all empty blocks. The few Things that are there fit well and look good, I like it. No Enemy AI yet, and you can't die it seems. Also combat is clunky and doesn't seem to register hits sometimes. I wish the Letter would've been picked up instead of stayed on the floor, and I wish I had an Inventory to look at stuff I already have with me. But I understand that its probably too early in development as of yet. Hope to see it continued tho.

Player moves too slow for my liking, just a bit faster would be nice, Camera controls on the Parts where it moves with the Player feel a bit sluggish, and movement controls after a Cameraswitch are tough. I don't know how its usually handled or how it should be handled, but if I keep the direction on the Controller, it moves me into the current direction, which is fine. But then changing direction doesn't change them according to character, but to world layout? So if I hold the stick up to move right, since I just swapped screens, and then tilt it to the right, I continue  moving right, when I was expecting to move down? And when I turn it back up I start moving up or something? Fixes itself completely once I let go of the stick after a camera swap, since it fully aligns itself to world then, but I don't know how you'd do it on those Screenswaps. Probably not like that.

Attacking was displayed as being on circle but was on square. Pressing start in the beginning only worked on pressing start, which opened up Steam. Would prefer if it was any key.

Again, while theres not really anything there, I expected less. Was pleasently surprised, and despite it being maybe 5 minutes of walking, got lost in it. Would love to see more of this next DD.  Some proper Level, a nice title, fully working mechanics on combat and Inventory, etc. 

(+1)

Tomodev thanks so much for testing!

It is definitely a rushed and unfinished prototype but the main thing I wanted feedback more than anything else was the fixed camera system. It's critical for a game like this, obviously, so I want to get that straightened out before proceeding forward. From all the feedback you and other users have given me, I think I can integrate some nice ideas to smooth camera transitions out so that it's not so disorienting to the player. 

Speed of player will probably be revisited. I could have programmed more advanced monster AI but I really just wanted something to punch; a default zombie. All animations are very rudimentary cut and paste placeholders, so those can be refined for sure which will in turn make the combat feel better. 

There's lots of features I would like to implement into the project like an inventory, map, journal, etc. but I found myself running short on time before DD47 got here. 

As far as input is concerned I have zero clue what i'm doing honestly I just used Xinput default controls as a guide. I will need to either purchase or program a solution. At a glance, I am not a fan of Unity's new input system, but who knows, maybe if I do some research it'll end up easier.

Your input, along with other users, has really inspired me to continue this project so if you happened to see it next DD please check it out! Thank you!