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Hi, did you clear the rails for the tram by shooting the wood?

Probably not. I did follow them, but did not realize there's Wood on them anywhere.

No problem, I'll keep that in mind that they might not be that obvious to see. With regards to the other stuff:

I'll be working on the various props in the game, such as chairs and tables, making them lowpoly. They're all from asset packs and just dumped into the levels for now. 
I reduced the mipmap bias to try and give the image a more grainy, pixelated look. Otherwise mipmaps ruin the pixelated effect at distances further than a few metres. However, I can't disable mipmaps completely because otherwise it ruins distant textures. I'm not sure I can get it better. Would you have any ideas on how to fix this?
I'll work on making the enemy ai a bit more dynamic. I'll try and make them move around more and reposition.
Enemy bullets will be getting a new model. I don't think making them hitscan is the right move. I've always hated hitscan enemies in games like doom, because you have a lot less options to fight them. Being able to dodge an enemies shots is a good feeling and I'd rather build on that.
The enemy car will be getting a makeover. Currently its a placeholder.
Ladders are shit, I agree.
Didn't know about the wall climb exploit. Will definitely fix that. Thanks for finding it.
I think I might add some buildings to separate the uphill and downhill roads in the center of the map. That should hopefully make the map feel less empty and make it more convincing as being a busy shanghai street.
Will fix out of bounds exploits eventually, not a big priority for now.

Overall, thanks for all your feedback. It's very helpful, probably the most helpful I've got from this demo day. And thanks for giving the game a go!

>Would you have any Idea on how to fix this?

Better Mipmaps? Potentially handdrawn. Sorry I can't be more helpful, just try out a few different approaches I think.