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(1 edit) (+2)

Hello BC-GAME!

Thank you very much for your review, but I think there's a slight misunderstanding going on here.

Quadremor Demo 1 is just a simple demo of the first level of a game that's gonna be released late 2023 (maybe early 2024).

There will also be a second demo, probably near the final stages of the development - this one will showcase a solid portion of different enemies, level design, power ups and overall gameplay.

Quadremor Beta Program - on the other hand - is like an early access, but with all the good stuff that comes along the way - like "extras", test levels, test mechanics, new weapons, enemy prototypes, new levels and you can basically get the game early for cheap and play test it while it's being developed. Every update adds something new to the table - you'll even be able to complete the whole game at the end since new levels of the campaign are getting added. You will also get a Steam key on release of the full version.

As for the enemies and the first level: they are just simple monsters which guard the main Teleport Gate at the outskirts of the Quadremor realm. There are no buildings other than a chappel, because it's a sad, foggy, desolated place. 

This level gives the player the opportunity to test his movement, check how to shoot, how the guns feel, to learn how to jump, how to use jump pads and so on. Also the objective is simple: don't get killed, find 4 keys and leave the place - maybe find the lone secret.

It's just a prelude for what's to come.

(-3)

Thank you for calmly treating my aggressive remarks. Most of the scenes in the game are really too empty. And it's all outdoor scenes. I don't know if developers have been exposed to modern retro FPS like DUSK, and their map design and scenes are really great. I recommend using software rendered pixel texture maps for games, which will make the game's image much better. I suggest developers strengthen their map design capabilities. You can take a look at this video:

In addition, here are some of my summary:

Multiple locations should be connected, even if there is no road ahead, there is always a shortcut to the right road (in the case of a fork in the two roads)

The level should be consistent, not allowing players to get lost while walking, and the entire process seems to have intangible guidance.

The height should be balanced, and players should not stay on the same plane for a long time.

For a basic key finding level, there are generally three paths near the player's birth point, two of which are connected to obtain the key, and the other is generally between the first two, requiring a key to open. After the player finds the key, there is often a door in front that uses the key to open, allowing the player to walk out without turning around.

Secret locations in the game are equally important:

Secret locations are generally set up in inconspicuous places that can be seen carefully, but are easily skipped by players.

Secret locations can be set up where players know there are bad results, such as an end of the road, or traps that may have lost blood in the past.

It can be set as a secret location to be opened using the door key, but it is farther away from the key. Generally, players will not go there and will forget it if they go there.

It can be set as a secret door, such as walls and floors with similar but different textures.

Secret locations can also be set up with a way to go back without turning around.

The rewards for secret locations should meet the player's current needs, such as ammunition, armor, regeneration props, and weapons.

For enemies, if you say these are simple monsters, it's hard for me to imagine how scary the monsters will be

Good luck!