The contextual actions, level design, and atmosphere are so well defined for such a simple concept. Can easily see the prototype being expanded with new enemies, AI, abilities. You have such a great knack for imparting a vibe and place with such effortless looking level design. Great stuff!
great work! I had a play moment that you were probably designing for -- someone looked directly at me and I instinctively dodged out of the way instead of standing still. it was great.
level design is awesome. the 'eye' ui element felt very slick once I figured out what it was. the 'blood' ui element felt kind of weird -- it felt like it was moving in reverse. I didn't immediately connect my death with my ammunition.
I enjoyed the weird low player controller. it did lead to some confusion early in the game though, when I couldn't figure out if I was underwater or not and needed to platform differently or do strange 6dof stuff. probably more a product of 7dfps expectations. once I made it past that I really enjoyed the game.
I do feel like there were moments where I should have been punished for moving, and moments where the AI didn't react to boxes. that could have been in my head though. awesome job!
Comments
The contextual actions, level design, and atmosphere are so well defined for such a simple concept. Can easily see the prototype being expanded with new enemies, AI, abilities. You have such a great knack for imparting a vibe and place with such effortless looking level design. Great stuff!
great work! I had a play moment that you were probably designing for -- someone looked directly at me and I instinctively dodged out of the way instead of standing still. it was great.
level design is awesome. the 'eye' ui element felt very slick once I figured out what it was. the 'blood' ui element felt kind of weird -- it felt like it was moving in reverse. I didn't immediately connect my death with my ammunition.
I enjoyed the weird low player controller. it did lead to some confusion early in the game though, when I couldn't figure out if I was underwater or not and needed to platform differently or do strange 6dof stuff. probably more a product of 7dfps expectations. once I made it past that I really enjoyed the game.
I do feel like there were moments where I should have been punished for moving, and moments where the AI didn't react to boxes. that could have been in my head though. awesome job!
Loved it! I'd like to see it developed more!