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1x-vision

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A member registered Dec 24, 2021 · View creator page →

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Dude! This is so cool. And I am so happy that my comment helped and motivated you and that you even talked about it in the video warms my heart...


When I initially wrote my feedback, my gf asked me what I was typing and then I told her that I was giving some feedback to an indie dev. And then she asked me why and if it was worth it. 

Then I remembered that my last 2 longer feedbacks were actually deleted by the other devs, without any comment why.


So I kind of felt that it was weird that I still took the time and write feedback to some people. But thanks to you my faith is restored. And it's cool to help someone out. In the end it's great if indie-games get better because we help each other out! :)


Gonna try the new version soon and write some feedback! :)

cheers!

1x

Oh no! You are right. I did not hit ctrl.

Now it worked fine and I could finish the tutorial. Thank you for the info! I did not read the first sign in that room correctly... I guess also because the not-inverted mouse distracted me so much... :D

Btw. I think it would be helpful if the arrow on the lower right corner of the info field also showed (E) as a hint what button I have to press to read on. I tried space and right cursor to read but only found out its just "E" again to read the full sign...

This is so cool! The enemies! The sounds, the artstyle. Its just fantastic. Reminds me so much of Sacrifice by Shiny. One of my absolute favorite games!


(1 edit)

This looks absolutely excellent.


Unfortunately I just downloaded the last version today 26th of october (you might want to add some numbering to the zip file for easier identification) but I could not get through the second room. 

Aiming with the right mouse button worked fine, but using the left mouse button to throw / direct the pikmins did not work. Nothing was happening, even though I consumed enough meat. So I could not open the door.


Not sure if its the demo of a problem on my end. I did not change any configuration and left and right click work fine on my machine otherwise.


And please add an inverse mouse function (vertical). This will make it more accessible for weirdly wired people. :)


I want to play the whole thing!!! :)

Amazing! Been following this in the last couple of months and am so glad I can finally play it.


First impression: I think this is an absolutely cool project. I love the style and feeling of it and cant wait to play more.


Unfortunately I was not able to finish the demo:


1. No mouse invert - this makes it really hard for me to play / aim

2. too much camshake / fov changes. Please add an option to remove all camshaking and fov changes when walking to 0. Otherwise this can be really vomit inducing for some players like me.



If you want to read some more general feedback:

- The music was amazing! I loved it and it created a great atmosphere.

- Soundfx were great (only the sound when you walk over this text / chat icon does not fit imo.)

- Ran super smooth even on my internal intel IGPU which usually struggles with Godo 3D

 -Imo every FPS needs a cross-hair. :)


Keep it up! Please add invert mouse and no camshake and I will be able to play through the whole thing! Cannot wait to see more! 

Hey this looks / feels and plays very promising.
I played one round and killed around 33 enemies.


Really well executed look and visual style. Feels great to play it! Keep it up.


I really liked:

- the look and colors (the minimal style really works great and all visual elements create a cohesive style!)

- Love the menus and the 3D background

- Really cool idea with lot's of potential I think.



If you want some feedback and ideas for improvement:


- I would like to have a control mode where turning the tank does not turn the turred / view. I find if quite annoying that the keyboard turning and the mouse turning sometime work against each other.


- Why can't the tank spin on the spot when pressing A or D? I think this is one of the most important features that any tank should have especially because:


- It's really hard to understand what is an obstacle and what has no collission at all. This makes it extremely hard to ride around the map. I am not sure how to fix this. Maybe the map should be completely different and there should be much less stuff laying around. But I could drive through huge structures but got stuck on others. And then could really get out because I can't rotate on the spot.


- Are you gonna implement some roguelike / lite features? Right now it feels a bit bland to just shoot enemies but not get any upgrades / healing / pickups etc. Or did I miss those?


I think the control of UT2004's vehicles / tanks were pretty great. Maybe you can take a look and copy something from there?

Thank you so much for adding this feature! I gave it a couple more tries.
I think it's a really polished and well executed game. It really feels like a great and finished package.

- great sfx

- nice visual style (I like the glowing parts of the enemies)

- cool enemies and nice mechanics

- the dashing is really cool and works well

I don't know if you are interested in the following thoughts, as I guess I am not really part of the playerbase that you aim for, but if you wanna hear it: Read on! :)


- My first thought is: This is waaaay too hard and unforgiving for my taste.
It reminded me of devil daggers which I was super eager to play because of the style, but then after dying a couple of times didn't like at all. I think Beton sanglant is much better because it actually gives me a level to use and not be in the open all the time. But I also felt, like the level wasn't really supportive in fighting the enemies. Sometimes it was just another obstacle and not a way to outsmart the monsters.

But I thought it was really cool to have the lift in the center and enter different stages. But yeah, I didn't make it very far.

So maybe if you want to make it more approachable to non-hardcode FPS people: Make the view distance higher, make it easier to jump on top of the tower to get the snipers, reduce the damage the enemies make etc. I think there should be a "walk in the park" mode in every game where anyone who can beat a FPS game like half life is able to make it to the final stage.


But that's just my taste. :)


Bugs I've encountered: In the first two levels, there is a spot where you can get stuck at the very beginning of the ramp. I think this is a godot bug that has to do with collision. Quiet annoying.

Other than that. Keep it up! One of the most polished Godot FPS I've played!

this is really solid! Good work and keep it up!
Can you implement an invert mouse function (y axis)... that would be neato!

Cannot invert the Y-Axis for Mousecontrol so I could not really play it. :(

If you pack the .pck and the .exe into a zip, then people would not have to download both files seperately to play your game.


Other than that I think you have nailed down the basics needed for a good game! Keep it up! If you keep at it, you can improve this easily!


Things I would change:

- make the player less fast

- make the controls feel less "slimy" and "glidy" - it feels like walking on ice

- the proportions from the enemies and the rest of the level / player feel off

- fix all the obvious bugs (like enemies not being able to walk up ramps)

- add soundfx (freesound.org) and some music


- Most importantly: Add an option to invert the mouse (y axis / up down)

From all the FPS I have tested that use the Godot engine, this is by far the most polished and well executed game. Amazing how you pulled this off!


Any plans on adding more levels? Or releasing / selling the godot project  as a template? I was looking for something as well made as this high and low, so I'd be very interested in buying and using this.