Sounds of footsteps are a bit off... with their volume.
Interesting enviroment. Not as rich as could be, but its still interesting.
Flashlight looks too far down when running. Maybe add something like a spring arm to it, so it doesnt sway as much and as fast?
KillZ is very important. I found a hole, instead of a door, and fell through world.
Seen not so scary monsters, never reached end of game.
denseacat
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Нашел записку какую то, про то что всех закрыли и так далее, при попытке выйти из чтения нажал Esc, игра без предупреждения тупо закрылась. F
На Esc нужно или паузить игру или показывать окно с вопросом о выходе.
Во время показа финального экрана с текстом курсор мыши не появился.
Страшный чувак просто медленно бежал передо мной и совсем не напугал , потому что сам не издавал звуков
Прикольная штука короче. Такое, проба пера и все такое.
Nice visuals. Obv you trying your skills in this. The monster was noclipping through the walls. no bueno. Also no prep time before monster starts chasing you. And no ending, game jsut lcoses. at least show screen with "you escaped"
No attentuation on monster's footsteps? theyre playing right where player is it sounds like
Again, nice visuals
This is unexpectdly VERY well made.
I got hooked on story, the gameplay is very good. tooke me a while to get used to mouseaim, but when i got it, everything went downhill. this is a very good game, visuals are amazingly good and fitting, combat is PUNCHY and fast as fuk boi, story is very interesting.
10\10.
I geniunely enjoyed it. Wish there was more to this, story?More content? buildings to explore on foot? a bit more deep mechanics? Like fuel(fuel cells), amutition, laser crystals, something.
Atmosphere and enviroment are very fitting.
The "unzooming" was... a bit awkward. wish it was inverted.
The cockpit lacks pixelated texturing.
Trees are too detailed imo. lower LOD was looking better. Needs more foliage variety, more enviroment objects. on foot battles \ exploration would be nice.. oh wait, is this titanfall im talking about? i never played it, maybe now its time.
Very well done experience overall, nicely done models, combat feels CLUNKY AND HEAVY AS FUCK, as it supposed to be when youre inside HEAVY AND CLUNKY AS FUCK MECH.
10\10.
Would love to see continuation.
Walking sim.
Man, some nostalgic vibes on this one. Decent controls, thanks.
I found 2 of strange green "artifact" looking things, 5 bodies, returned back onto 1st floor, nothing changed there. Thought i was tasked with body search and artifact?
Some things i noticed.
If you hug the central railing and look 40 degrees to the left, while presing W+D, you will "slide" on railing, increasing your speed.
youre ingame description of staircase and enviroments does not match ingame stairs and enviroments.. you wrote it..
"lightsource is necessary, since there is no light fixutres" And yet there are lights.
and general shape of staircase doesnt match the thing...
but whatever. Game felt allright.
Good job and thank you
Tackling new gameplay i see. Interesting.
Empty gun needs to do dryfire sound when attempted to shoot.
it is possible to get pushed down from last building if you sand close to the edge where hands spawn.
last 2 enemies need to have some kind of visual or audio feedback when hit. twitching, roaring, whatever.
I enjoyed it, good job man.
its impossible to do full charge in the necessary direction, since i cannot drag my mous off the monitor
https://streamable.com/m3z3on
Interesting. since i just replicated that, maybe im stupid, but it just doesnt work.
https://streamable.com/m3z3on
rotating conveyor belt doesnt update its connections it seems, i rotated one segment into another that was "draining" itmes from assembler1 already, and it did not drain items from assembler 2 into the "inventory"
when scrollin down in certain inventories screens, when you reach "bottom" it kicks you out because you "zooming out" from the vehicle.
For example, when you selecting something for conveyor pipe and material you need is at the bottom of the list...
When resource is completely mined out, the scanner still shows name of it, even if its nothing left there
there is no button to "stop\start" any assmebler or furnace or whatever. It would be convenient to have such things.
there is no price for transmission lvl2 lvl3 yet
Aluminum doesnt get mined,j ust disappears
Player controller is quite strange and often turns you around unexpectedly.
You use camera to drive the character, but its way better to implement other way around.
THis especisally noticeable when camera close to the walls, or when you crawling in 1st levels L shaped vent. one mouse move and you do 180 degrees turn.
Mouse smoothing is bad.
Sudden loud music in starting area corridor is startling and too loud.
Maybe make fade out distance way bigger?
Adding grappling hook and attachment points high up on ceiling and NOT LETTING PLAYER TO LOOK UP is bad. Dont do it.
Animations speed looks way too slow compared to movement speed. I can shoot while i crawl without animation of gun being drawn.
If after completing first level you select to go back, it breaks game , you pickup grappling hook but it never appears, effectively softlocking the game.
UI should be either on "screenspace" or ontop the world renderer by Z judgement.
For now, ui can clip into world objects(talking with joke robot and looking around shows that).
Mouse cursor never gets hidden, this is really bad, it often allows me to click outside of the game screen and minimise it?
reloading same level after finishing it will break alot of stuff, have you playtested different player behaviors?
Platforming with such controller.. just no. Please. Change the controller.
Add the air friction, it is VERY important in platforming.
Subtitles ui ontop is very rare thing...and they dont take 50% of screenspace, effectively covering character youre talking to.. usually. Font itself should be saller. Google about safe frames, basically, add free space to sides of screen that are free from text. its hard to read in this condition. Spaces between wagosn are perfect for "checkpoints" respawns.
Its very annoying to having start from scratch every time you got caught
Ifinitely spawning enemies in cowboy city...
Interesting game, needs polishing.
Interesting(albeit unfinished) concept. Looks like my summer but less alive, and less detailed.
Nice techdemo.
Bugs:
Car's hierarchy doesnt matter, as long as you have 1 complete engine and 2 wheels - you can drive it.
no brakes necessary, they will still work even if you didnt install any. literally nothing else needed.
Physics are... questionable, vehicle is way too bouncy and light.
cant fasttravel on the map while inside the vehicle.
Ingame UI is stylish, i like that. Fonts are bit hard to read from get go tho.
Cant close the door while inside the vehicle, lul.
IF you exit vehicle while it moves or you giving it ANY input - it will continue to drive infinitely.
Good concept.
Intro cinematic sequence too long and..boring?
and no way to skip it.
No pause \ main menu.
therefore, no mouse sensitivity controls. Mine was too high.
Why...why ignoring world standards?
Im talking about T for flashlight.
There wasnt any tutorials or layots presented ingame so i did not knew until i looked at the GAME page...
Map is realistically big, but thats..boring. no fast travel options such as snowmobile or anything.
No indication for the stamina status, and exhaustion. Not even breathing.
and.. i got stuck. 
on first objective, i guess. There is no prompt or anything, except on the back of this i can knock on the metal..
Dihering was cool.
Visual style is cool
Overall a bit too dark for comfort.
Sfx were cool.
Oh, and one more thing... Chicken.fbx says hello!

As a game it was.. an okay game? there was a gameplay. a bit spooky, even!
Camera focal length is messed up.
Movment controller is messed up
waliking to the left or right is 2-3 times faster than walking forward.
No mouse sensitivity controls...its not enough by def for me.
Train is distorted visibly(scaled up on vertical axis.
"Press E to talk" should be NOT dialogue window but simple text promt, its confusing.
no footsteps for anyone.. Not enough ambience sfx.
Again, improvements can be see in any aspects. Nice progress, fren!
I got 5 endings..i guessthats all current ones?
Notes:
Doors can be interacted from reaaaly far away. I have the POWER?
Robber lacks animations for "doing stuff" like rummaging through drawers and stuff. his footsteps has noticeable noise. Audacity is free and has good denoiser.
Robber walking anim doesnt look like he is robbing, he is bossing around.
Voicelines are not really sounding like they belong to robber aswell.
Id go with something like "huh?", "M?", "mhm?", whispering like "wtf?"
I did cackle on "aw shit its the police!"
Chairs are not eally movable by pushing, only by "towing" if you understand what i mean.
Also they barely fit into doorway like wtf ? fist objective was to get chair and its stuk in doorway?
Also unconstrain their rotation around vertical axis.
Robber does not react to doors opening and closing?
Good look overall. liked it.
NO starting dialog speed up \ skip is no good.
Shooter part:
Some enemies instantly dash from the spawn on top to the bottom without actually telegraphing attack. boss ships prolly should telegraph their behavior aswell, like doing burst of set amount of boolets and then moving around.
About other part...
Interesting concept, i guess?
"_BackUpThisFolder_ButDontShipItWithYourGame" :LUL:
okay short 5 min walking sim.
Nice imprevements compared to the warehouse in terms of visual style.
Portal'esque...portals? great thing, liked, dont know how you did it but its amazing.
Did not found foosteps at the tree first time.
You forcefully disabled the mouse cursor..that leads to problems, dont do that. for example i was not able to interact with nvidia geforce experience overlay with mouse, had to do it with keyboard.
Liked the sounds.
no pause menu? :D
"_BackUpThisFolder_ButDontShipItWithYourGame"
Dude.
Interesting little experience.
I guess thats your first "released" game?
And youre saying its your "third" game you made?
It was decent, for what i expected.
And i did like scari phone universe place, sadly cant jump there to navigate more efficiently.
Some subtitles were too slow, but thats fine.
Also no pause menu is kinda..not good.
I did like the start menu concept tho!
If you want to improve it - make books(or whatever it was) to raise when menu position gets selected, instead of jsut rectangle.
Nice spooki, liked the ai, disliked dying at the end too often.
aight.
to the bugs we go!
Stuff is misscaled( rooms and doors are 2x of normal size, haha, and i have this same problem in my current VR game tooo lmao)
sounds on lights up sequence are not 3d positionted, they sound like they played as UI\2d directly into player
no flashlight on running away from head in red corridor sequence is a bit annoying due to obstacles and not enough ingame light to see
collision capsule from the player controller should never make any shadows. I can glitch out and fall down on the phone call bideo of that
Pause between hits is incomfortable. Adding chaining combos should fix it.
Movement does not have sounds whtsoever, jumping, running, sliding, vaulting, etc.
Great idea, music fits perfectly. High noon is? why? Also it has no timer or anything when you start it.
Eneies are mostly 1 hit kill are not really interesting.
Adding more HP to them and then adding stagger when getting hit would be cool i think?
Game looks very good.
Hello radical, and thank you for your time and feedback!
I have to make another patch, becasue game still launches steam VR if its installed, for some strange reason.
So, your points are noted now, and i will see what i can do to improve the game.
At this point, patch is necessary anyway, so why not improve the game if i have chance :D






