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(+1)

-Rapidly switching the weapons causes a choppy effect on the arms/guns. Not sure how much you can do to mitigate that though, or if it would make it feel less responsive. 

-I was discovered when sneaking in the supermarket, I was surprised when one of the enemies was walking over top the shelving units. Not sure if intended or not. The other guy I rounded on was running in place into a shelf.

-Running into the potted cactus doesn't hurt me. I'm both relieved and a little disappointed. 

-Swimming seems alright. When more visuals are applied to the underwater effect, it will feel more convincing.

-An enemy walked into the water, I heard shooting but I'm not sure if he was missing or if he couldn't shoot out of the river. When I jumped in to knife him, he seemed to be floating and moving slowly, so that seems about right.

-I was shooting at 2 melee guys running at me. I decided to hold down shoot since they were in a line, but the first one's death animation was soaking most of my bullets meant for the one behind. I guess that's fine, though I would rather not have it effect bullets.

Finished the demo, had a good time. I especially like the theme of level 2, as a Venice esque location. Though, I couldn't see any secondary paths by going into the water, which seems apt for such a map. Keep up the good work.

(+1)

I was surprised when one of the enemies was walking over top the shelving units. Not sure if intended or not.

Not intended, but I kind of want them to do that intentionally if they have the opportunity to do so. Though probably only the smarter enemies.

An enemy walked into the water, I heard shooting but I’m not sure if he was missing or if he couldn’t shoot out of the river.

He probably just missed, I have changed how water affects projectiles but that will be next demo day.

I was shooting at 2 melee guys running at me. I decided to hold down shoot since they were in a line, but the first one’s death animation was soaking most of my bullets meant for the one behind. I guess that’s fine, though I would rather not have it effect bullets.

I’m in two minds about this, on one hand this wasn’t really intended. But on the other hand it does make sense, especially as none of the bullets are armor-piercing.

I couldn’t see any secondary paths by going into the water, which seems apt for such a map.

This is a good point, the water really doesn’t serve much purpose right now.

Finished the demo, had a good time. Keep up the good work.

Thanks for trying it out, appreciate the feedback!