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Alexander Lind

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A member registered Jul 25, 2018 · View creator page →

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So I quite like this game, tho I think there are a few areas that could be improved:

I'd say enemies take a little too long to kill, with some taking 3 or so headshots, and more bodyshots. I'd probably change this, so that enemies only take 1 headsho, but a couple bodyshots, or something like that.

I also kept backing away from enemies, and I wish I didn't have to. If there were more oppertunities to play aggressive, and get in there, I think it'd work better with the vibe of the game. But as it is, if you stand too close to an enemy for more than a second, they kill you. So you gotta move in, hit them one, move away, move in, hit them, and repeat. If hitting, kicking, or shooting stunned enemies, or the player could take more than 1 hit, then this may not be a problem anymore.

As a smaller addition, picking up and throwing on the mouse wheel was odd, and something I never really got used to. I always kept trying to press E to pickup a weapon, for it to do nothing, until I realized I had to press the mousewheel. I'd change it around personally, but that's not that big of a problem really, tho it did stop my momentum from time to time.

Love the audio and the visuals, on that front the game is at it's best. Gameplay has a solid foundation in many ways, though there's places where some improvement would be appreciated

Pretty cool, got lots of potential, BUT, the levels feel a little too big and empty. It'd be cool if there were more things to grind on, and maneuver around in the combat arenas. In the first level it also felt like i had to 'cheese' my way out of the first combat arena. I'm not even sure what is actually intended for that part, but I ended up wall grinding and spamming buttons to get out. The levels also felt like they were scaled up 1.5x, so it was kinda hard to jump onto things.

Combat also felt a little flat, as there's only really two attacks, and enemies tank too much damage, in my opinion.

Ultimately, I think if there was a larger focus on movement and momentum, and less so on defeating huge amounts of enemies in big arenas, the game would play a lot better.

There were a lot of cool things tho. The fact that you could see yourself through walls and it also indicated where you'd land to grind was good. The controls also felt pretty responsive and fluid.

Main menu doesn't work, so I can't play the game :.^(

I would try and update to 1.8 in that case, as that version has proved to be more stable and performant on some systems.

As of right now, that version only has one level which hasn't been artpassed yet, but this also increases performance and lifts the load that your PC will have to carry (Additionally, that level is designed a bit better in my own opinion)
Hope that helps, if not, then I am truly sorry!

Hey! Sorry to hear the game crashes for you. Would you be willing to give a few details, such as whether you are running 1.7.2, or the experimental 1.8? And additionally, what your specs and in-game settings are? 

Hello!

I just played through the demo, and I thought it was overall a pretty good experience. I did however have a few small issues, with some parts of the game:

Firstly, it was somewhat hard to find out what movement state I was in, when it came to wallrunning and / or climbing. Besides the sound effects, it could be hard to see whether I had grabbed onto a ledge, or was about to slide down the wall. As a possible solution to this, I think it'd help a lot if it was possible to see the player's arms, or something like that, to help determine if a ledge is grabbed or being scaled.

Something else that didn't seem to work very well for me, was getting out of water. I'd swim up to the ledge, and try and jump / climb out of the water, but usually it would only result in me jumping a little out of the water, just to fall back in. Maybe I missed something obvious, but it seemed to be a little random whether I could or couldn't get out of the water. Another small note to the water: It'd be nice if you could just swim in the direction you're looking. For example, instead of pressing space to get an upward-burst in the water, it'd be nice if it was possible to just look up and then hold W to swim upwards.

Lastly, and perhaps most crucially, aiming just didn't really feel that good. The weapons themselves were great, but aiming felt sluggish due to the weapon / aim lag. It made it especially hard to move and shoot at the same time, or even just flick over an enemy and actually land the shot. Perhaps there's a reason for the aim lag, but I felt it was a large drawback, and should at least perhaps be made more snappy or quicker.

Otherwise a very nice demo, and I look forward to seeing more in the future :^)

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Hello,
Firstly, I wanna say the shooting mechanics feel pretty good. They're responsive, the weapons kick just enough, the recoil seems fair, and the hit feedback is great. I did however find a few issues with the game... One of them was whenever I started aiming on a shielded enemy, and shot them, the FOV would decrease dramatically. Maybe this is on purpose, but it felt odd. Secondly, if you aim up while shooting, the recoil will increase to the point that the weapon flips around and is on seemingly mirrored. I don't feel like that was intentional. Lastly, I fell outside the map by accident, and well... The video kinda speaks for it self. Now, obviously, falling outside the map isn't intended, but in that case, I'd just add a few walls to the border of the map.

Also, I am curious as to why the planned release is 2025 specifically. It seems like a quite large project with that date, and I'm just somewhat curious as to why that may be.

Anyways, nice little project, keep up the good work!

Thanks for playing the game, glad you liked it!

I know, I watched the video even before playing the game.
That's why I gave feedback, so he can work out from what I experienced.
It is his choice to follow my suggestions or not, I just wanted to share my experience, and some suggestions

It's pretty good, although I found out you can just attack them head on, as if it wasn't a stealth game.
Enemies reacting to your steps could help out a lot there.

Maybe it'd be a good idea to also make a indicator above their heads, telling you when you're being spotted, but as it is the string is fine.

Attacks also seemed to pass through enemies without them reacting, if you're standing too close to them.
I don't know how you're handeling the attacks, if it's a box collision or a line trace, but if it's a line trace, maybe try and make it a sphere trace instead?
And if it's a box/sphere collision box, then try and make it bigger.

I think that about sums it up. Keep up the good work!