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I loved SHOGO, had a game breaking bug in a boss-fight towards the end so I never finished it, but it did have a big influence on this game.

I’ve noticed is that enemies don’t seem to react to noise/gunshot, even when they’re relatively close.

I need some special handling for sound so that you can aggro other dudes in the room but not behind walls in areas deeper in the level. I might have an Ambush AI state where they ignore sound and wait for LOS. Otherwise, if it’s purely sound-based you can end up alerting half the map every time you shoot.

specifically with the gunners is that once they are shooting, their turning speed is way too low.

This is partially intentional to encourage circle-strafing, otherwise the goons specifically are way more dangerous because the start of their burst is more accurate. I might make them do a sweep across rather than tracking.

Had a bug on the first level that the water in the basement didn’t render at all

Nani? There isn’t supposed to be any water on the first level! The water Z level is set to -4km so it shouldn’t be happening at all!

what was missing in my opinion for those wide open areas are enemies that shoot slower projectiles you have to dodge

This is a good point, I was going to make an a sniper-type enemy you have to stick to cover to approach. But slower projectiles would be a lot of fun so I might add that one first.

Melee enemies are not that much of a threat (unless sneaking up on you)

They do work much better in enclosed areas. Like real-life I guess, lol.

gunners with their fast projectiles (or hitscan, though it didn’t feel like they are) are way too opressive because of the large distances.

This level is probably going to have the longest sight-lines, so it’s really missing a sniper, which is the next planned weapon. That should make them a little easier to deal with.

Thanks for the feedback!