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Really cool concept, liked the SWAT and the old R6 games and the modern-fantasy twist on it is definitely interesting. Played through the campaign and then messed around a bit in the contraband bust level.

- Movement and shooting is generally smooth and works well. One bug I found with the hit detection is that you are able to shoot through the "gaps" between two boxes even though they are next to each other with no visible gaps.
- First tutorial should probably mention that you need to hover your cursor on what you need to interact instead of being next to them - at frist I tried to move to the door and press F with my cursor off in the distance before I realized I need to move it there as well.
- Grenades with teammates are quite a risk since I was never sure which teammate will throw the nade, so most of the time it ended up landing at our feet. It doesn't seem to respect the wait command either, and they throw it the moment the command is executed regardless of wait signal, which gave me a bit of confusion at first in figuring out how the wait command should work.
- Typo on Slow day briefing: "get warmed up while me I set up the killhouse"
- While it makes sense for enemies in the tutorial to be always visible and in the custom level to respect the line of sight, the two scenarios are very different in how the game feels. First one is more tactical and more of a puzzle, while the LOS makes things a lot more hectic and chaotic - I noticed that in the first case I was a lot more slow and methodical while the second case I played it more like an action game. Not sure which direction you want to go, but something that keep in mind.
- Even when the enemies are stunned teammates were very eager to fire immediately instead of forcing compliance on suspects. It was also odd that my only options with stunned enemies is to either shoot them dead or risk seeing if they surrender or not - would make sense if you could tie or disarm stunned enemies (and teammates could rush in to tie them up as well with a command)
- Other than some door wonkiness, AI behaved mostly ok. Getting them into a specific positions within a room with quick command is tricky though, as it seems that "move here" refers to the room/general area rather than a position (which ties in to having to rely on them with grenades being difficult)

Overall a good start and looking forward to see how it'll develop.

Thanks for playing and thanks for the extensive feedback.

Grenades and squad commands in general will be a never ending battle to get right, yeah. I'm also not quite sure about the hinges on doors, AI behavior would get so much smoother if they could swing open both ways.

Regarding visible enemies I'm planning to add ways to get sight of them through doors and walls, both with future spells and tools like the optiwand from SWAT, hopefully that'll make regular levels feel less chaotic and more tactical.

The quick command on any valid room is a "move and clear" command, I'll change it to a "move quickly" command if it's the same room the player character is in.

I'll get to work right away, thanks again for the feedback.