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(2 edits) (+1)

Hi! Just tried your gave and decided to leave here some of my thoughts: 

  • Clear instructions at the itch.io page. The premise was clear and quick to understand. It was also good to have the key controls written there (though I completely forgot the dash ability and never used it)
  • The title of the game was quite informative of what the game was. The animations on the title screen made it look interesting: simple but elegant with no redundant elements.
  • The visual style was consistent and understandable: everything looked like what they were, and there was no trouble understanding the rooms. I especially liked the atmospheric storytelling part of the cameras being there. The style holds well together with how the game was "promoted" as "retroguns".
  • One big problem that I had was that there was no feedback on enemies or the player getting injured. I didn't even notice the character taking damage during the first attempt. Also, I thought the enemies weren't actually enemies at first, because when I tried to shoot at them, nothing seemed to happen. I would have needed some sound/visual cues that they were hit. Same for the player character.
  • Another challenge for me playing the game was that the movement and turning happened way too fast for me to keep up, which made controlling the character quite difficult
  • The sound effects that existed in the game were nice. Especially shooting and reloading
  • For the weapon, I didn't notice a way to check how much ammo I have left, which I would've liked to see. Maybe the weapon's blue energy could deplete on each shot so the player would always see how much ammo they have left, just looking at the side of the gun
  • The shooting was nice. I would have even wanted to shoot some non-enemy objects and was a bit sad that I couldn't destroy boxes or security cameras with my gun. That would have been cool 
  • The first time I died without knowing I was taking damage. The second time I got stuck inside the wall, (maybe, not sure. It happened right after the room with the robots and there was maybe an elevator as well). The third time I got put through the part with an elevator but then got soon stuck in a room that had a platform high up one of the corners but only one door (from where I came?) How should I have proceeded from their
  • When running away from the enemies the doors sometimes seemed to stand in my way before they opened. This created situations where I wasn't able to escape as the robots kept chasing me.
  • Regarding the theme: the theme is included in the narrative of the game. The gameplay doesn't necessarily reflect this though

It was nice to try it even if I didn't get it until the end. If you're interested in getting feedback on certain specific parts of the game, feel free to ask and I would be happy to provide my personal opinions of it. And if you would end up trying my game, it would be really cool to hear what you thought of that.

(+1)

Thanks for all of the feedback! About 4º, i tried it, but im lazy, when i shot one, all of the enemies became pure white… For 9º, yes, i accept the parkour was a little hard, you are supposed to use the drones as platforms, to get higher, there is a single point where you have to get just a little more height (by using the dash) in this room. 10º: Ok, i may have intentionally made the doors a bit slow… And, for the last one, i tried. why would the robots attack you…?

(+1)

Oh, interesting! I didn't realize you could use drones as a platform. What would happen in a situation if the player killed all the drones though? Would it still be possible to get onto the platform?

I was wondering whether the doors being slow was a design choice. It makes sense like that as well. It discourages running away and instead encourages fighting against the enemies.

About the theme, I understood the part that you are infiltrating this enemy building so you should not be there. But if there was some other layers to it I might have missed those. What I meant by the mechanics not supporting the theme was that playing the game I didn't feel like I was not supposed to be there. Instead, I felt that as a player I SHOULD actually keep moving forward and continue further.

(1 edit) (+1)

I like how you try to give feedback on everything you can, also, now that you know, try getting up there (use dash a lot, it gives you some vertical velocity) and get the jam back.