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dilydaly123

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A member registered Oct 31, 2016

Recent community posts

(6 edits)

[9/30/2024]
The campaign demo portion is broken.
I uh.... not sure if I did something wrong regarding save files but gravity seems to be disabled for me, along with any friction.  Cant really test it.

Yeah it was the save issue.  Need to not have that happen again.

EDIT:
Okay, the combat sim mode works normally. Nice job tightening down the feel of aiming and shooting. It needs at bit more tweaking in my opinion, but that is a personal touch, it definitely is a lot better than before.

Recoil animations and values for pistols should be tuned down, seems excessive when full auto has good control, but pistols whip up and sideways.

Remember: good pistol designs in FPS are easy to control but hard to master efficient use with.

Movement seems slower, but more predictable and controllable. Recommend changing slide to LAlt.

The "Check Mag" function does not work on the P46, but does work on the MP7.


Need to add a delay between loading environments and loading enemies in Combat Simulation, because I die immediately when enemies load before environment.

On one of the stages for Combat Sim, I managed to fall out of bounds quite easily. In the video at the 6:40 mark.


Still need to work on smoothing out movement between sprint, slide, and shooting. Every action feels distinct, I have to plan to do those things instead of doing them impulsively. The slide is the most developed in this regard, sprint needs more work.


MUST FIX:
You need to put in an ammo counter. No compromises on this. I would say that if you plan on adding staged reload mechanics, than this is not needed, but until that is well and done, you need an ammo counter for guns otherwise you don't know if you actually finished reloading before you switched to pistol or did another action. Yes, the P46 slide locks back on empty with an exaggerated angle barrel tilt, but most guns that are not pistols won't be as easy to visually determine its loaded status.

Dynamic Crosshairs are cool, but they should be a toggle option. There were many times that the crosshair does not actually point where the bullets are going.

Fix the need to manually delete files from prior versions.


(2 edits)

[7/18/2024]
I dunno the complete design plan for this so I will only speak to the 60 minutes I spent playing and testing. Keep in mind I have not been active in a game dev capacity for almost a decade now, and I dunno the assets allocated or scope of project, so while this might sound harsh in some parts, I do intend this feedback with great respect to the effort and dev(s).

Aesthetics are good, visuals tie together well and overall nothing seems to stand out. Particles could use more adjustment, definitely some optimization to be had but that can come later. Nice work on the UI, stands out and manages to be immersive at the same time.

Sound design is serviceable regarding BGM and in-combat noise, however definitely need to focus on touching up User Experience regarding player actions (running dry, pickup energy, ability cooldown etc.)

The shown abilities definitely seem fun, however more refinement of the core combat mechanics and polish needs to be done before I want to even attempt to discuss balance or ideas.

The CORE mechanics of an FPS game definitely need work and tuning. Character movement, while fun, is not fluid. Trying to combine ability use with mobility is frustrating. The act of looking around and trying to transition between ADS and point shooting feels very clumsy, to the point I gave up entirely trying to aim using sights. The aim system has the same level of "free float" and pacing that mil-sim or tac-sim games like ARMA or Ready Or Not have, however the game feels and presents like a style action shooter. It also has the recoil impulse values of a sim shooter.  It has promise, but focusing on nailing down the feel of the game and its shooting style would be the priority fix in my opinion. 

The core concept is there, and as a vertical slice I find the game perfect for presenting the "feel" of the project. Excellent work on that front.

GREAT JOB OVERALL.

- dilydaly

P.S - there were a buncha UI and hard script break bugs I found, but honestly not important enough to post about. DM if ya want em.