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I like the new HUD, and the overall lighting/post-processing looks better, more cohesive. Performance seems the same, 90 FPS on 1 and 144-40 on 2, still wish it was better, but the lower enemy damage kept me alive through the low FPS on level 2.

Not sure if I noticed this before but there doesn’t seem to be any kind of positional audio?

The pistol has a limited range, so past a certain distance there aren’t even bullet holes. I find it frustrating because when hits don’t seem to land I can’t know for sure if it’s my aim, the spread or the range. I’d try capping the damage to a minimum value past the “max” range instead.

Level 2, the first restaurant (?) with green brick walls, the enemy pathfinding avoids the lower level outside stairs.

Some stairs don’t have the ramp sort of collision or are missing it on the last step. Bit of z-fighting on a wall in the one large yard.

Not a fan of how the viewmodel’s lighting/brightness doesn’t change much between a pitch black alleyway and right under a streetlamp.

I’d try making distant enemies return (some) fire if shot at.

The window to window jump, I missed it first then only found it because an enemy shot at me from the other building. I’d ensure that enemy stays there and/or add some alternate way(s) to get there.

Red key door was underwhelming but I guess boarded up door means you’re working on it. Didn’t find the tram key or a way into the blue light vent and gave up there.

Hi, thanks for playing! I've gone in and fixed some of the bugs you reported and made some adjustments to brightness and weapons. I'll work on performance, weapon damage falloff and audio for the next update. You can actually get into the underground section by shooting the wood planks and finish the level from there. I'm hoping as I add more destructibles to the game, stuff like this will be more intuitive. Since there are very few currently, I can definitely see how weird it is. Cheers for the feedback!