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(2 edits)

I felt, maybe feedback wise there wasn't much? I could just spam shoot without consequence... something like limited ammo could solve this?

 Otherwise some tweaks on enemies & how they react to being shot?

 I overall felt there just would need to have some sort of risk for a larger scale creation. 

Of course btw this is just feedback for your future, and you very well may had thought these things out :D

The other aspects are designed pretty solidly so far though!

I think it just needs a moment to moment loop within each combat encounter, something that compliments "Shoot, kill, reload"


Also was the dark style of the demo gif intended, as when I played it was an unlit grey space?

thanks for the extra detail. I see what you mean - we definitely leaned closer to the old school 'House of the Dead' gunplay, where you basically just shoot & reload as much as you can. There's definitely more we can do in the interplay between things like fire-rate, reload time, ammo count etc. 


As for you second question - the game should look like the gifs! A grey unlit space is definitely *not* the intended experience. Sounds like somethings gone wrong. 
This was just a prototype built by two people in under 3 weeks - so we haven't done a huge volume of testing on a range of machines. 
Any chance you could post a screenshot of what you're seeing and your hardware specs? 

I'm rocking a 7900xt, 7900x ryzen with 32gb ddr6 ram. I booted the game up again and the lighting is working this time, I think it just didn't load in the first time.

Also Im sure you'll find what perfectly fits your vision for interplay, keep it up!