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The aesthetics are probably the best thing about this game. They kinda remind me of Fear Effect for the PSX. Music and sound effects fit very well with the overall vibe.

I played this with a controller because of the absurdly high mouse sensitivity when aiming. Hip fire is a bit clunky, but it may just be the big crosshair that’s putting me off. Having to deal with the limited aiming time mechanic outside of combat just didn’t feel right and made exploration a bit cumbersome.

Out of all the weapons, the grenade launcher was the most fun to use. Too bad the sawed-off shotgun was useful only during the miniboss fight, ’cause it got obscured very quickly by the grenade launcher.

The final boss was fun too, though its model being invisible and the ever-increasing lag and stutter detracted from the experience. Speaking of performance, even though I have no way of looking at your code, I’d hazard a guess and say the main culprits might be the boss’s projectiles. If that’s the cause of the memory leaks, you may need to look into the Object Pool pattern, which would enable you to reuse the same fixed number of projectiles over and over without having to spawn new ones each time.

Even though this needs quite a lot of polish, the concept is interesting and has good potential!