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(1 edit)

Graphically the game is very impressive. The game seems to be very animator driven which comes with pros and cons. If I am correct in this assumption, it explains why the player seems to move very slowly when strafing only taking one step at a time. The player lerps smoothly to the direction the camera is facing when moving which is a plus. The game held my attention quite well, and I enjoyed my experience.

My main gripes are with the gameplay. 

Slow Motion
The slow motion effect sounds cool conceptually, but here it adds very little. In many other games, the slow motion effect applies less to the player than the enemies, allowing the player to make more precise decisions faster than the enemies could react, but here the player is just as effected by the slow motion than the enemies, making it add very little and making the game fully playable without it. What I would suggest is to make the player's bullets at least full speed when using slow motion, or making them travel faster overall.

Shooting
Not using hit-scan bullets is totally acceptable, but in this game I really felt like I had to fully predict where the target would be seconds ahead due to the slowness of the player projectiles. The mouse seems to have some sort of dead-zone effect when aiming, making precise aiming very difficult. Also due to the level object's colliders there were many times when both I and the AI attempted to shoot each other but could not due to the many invisible walls across the level. Due to the side position of the third person camera angle, I also often felt that enemies could see me around corners well before I could see them and I had to retreat and wait for them to cross the corner before I could return fire and see them.

Limited Player Options
This is more of a nitpick, but I felt very limited in my options as a player. I think the game could really benefit from some evasive maneuver, like a dodge roll that shrinks the players hit box and also quickly thrusts them out of danger. As I said above, the slow-motion felt more like an optional choice rather than a critical gameplay feature, which only leaves the player to walking, running, and shooting. I think adding a hip-fire (shooting without aiming) could also benefit the game so the player can at least return fire in some way while trying to avoid enemy shots.

Ui
The Ui also felt limited in the information being provided. The first time I saw the blood splatter effect, I had assumed that was my health bar (like call of duty), and the white bar at the top would indicate how much slow motion I could use. I was wrong in that assumption of course, and having them both be the health bar was a little confusing. I think making the health bar a little more obvious (making it a different color like green or yellow) and adding a background to it, or even adding text, could greatly mitigate the confusion in trying to figure out what it was without having to lose health to test it.

Ai
The Ai's behavior was a little confusing to me. They do have the basic behaviors of walking, running, shooting, and pursuing me when they are shot, but I felt that their behavior was a little erratic in terms of when they would pursue me. Sometimes I felt like enemies very close to me would not be alerted by my presence (unless of course they were shot) while other enemies far away without being prompted would try to shoot me.

Summary
Overall I felt the game was very well put together, with a few minor nitpicks that could be improved upon. The shooting, slow motion, and enemy ai all function without breaking or programmatical errors. At no point in the game did I have to close it and re-open it because it broke. I want you to know that I went as in depth as I did because I think this game is on another level of quality and has a lot of potential, and adjusting or implementing some of the things I mentioned above would make it that much better. In no way is anything about this game bad, everything was very well done!