Ah, my bad. I forgot to check that.
Recent community posts
Cheesy, a little sappy, and entirely over-the-top, yet there's a certain charm to the game. I enjoyed my time in the world of "Romance Detective", for the short time it lasted.
The character development is well-paced, the art is nice to look at (though "Romance Cop" looks like she needs to eat more. I'm low-key worried about her health), and the music is pleasant to listen to while really matching the tone of the game. I wish there was a bit more interactivity, but I understand this was intended as a visual novel rather than a game.
While I personally think this is inferior to your previous work, that's still saying something, as your work up to now has been impressive, to say the least.
Hooh boy. Okay, so as a game this is absolutely abysmal. However, for the first project you've ever created, this is actually okay, considering you've had absolutely no coding experience or training before.
The first thing I notice is the Field of View. It is extremely low, even making me a little uncomfortable, though I usually don't notice nor care what the FOV is at.
The next thing is collisions. I have colisions with only three things: the ground, the trees, and a rock. I move right through characters, walls, etc.
Next, the monsters are just standing there in a circle around the player. No context, no reaction, nothing.
Upon heading down the path to the right, an image, more specifically the thumbnail for the game, pops up. This is called a "screamer", and is a very cheap jumpscare. This kind of jumpscare should never be used in a horror game, never mind the fact this particular jumpscare had no context or reason for being there.
It is not only possible, but very easy to leave the map. I just walk up the hills and jump right off.
The sounds in the background have no reason for being there. Just adding in some screams, moans, beeping, and chain rattling, then putting it all on a loop is not scary nor creepy. There has to be a reason for the sound to be there. Sound may very well be the single most important aspect to a horror game, so it is doubly important to get it right.
The player walks extremely slow. No one walks that slow, unless taking a leisurely stroll. The sprinting speed is fine though.
The gravity is good. There is actual momentum, something most people don't get right on the first project.
The characters have animations, even if it is only a basic idle animation.
The sprinting is nice. It zooms out the FOV, giving an additional sense of realism and speed.
I have a few suggestions to improve your skills as a developer.
Make a few little projects just to get some practice coding. Practice makes perfect, and coding is no exception.
Try watching a few tutorials on programming with Unity or talking with some people who have used Unity.
Play or watch someone play horror games --preferably the "good" ones-- and take notes. See what the games do, what gets the best reaction from people, and what people react negatively to.
This game was excellent. By all rights the game should be horrible, however everything comes together in a way that is an absolute blast to play.
Before I continue I would like to note this game has a lot of flashing lights and colors. If you have epilepsy or are prone to epileptic attacks, play this game with caution.
The first thing that struck me was how good the gunplay is. The guns sway with movement, have fairly accurate recoil, and for the most part are very satisfying to use.
The game has memes that flash across the screen everytime an enemy is killed. Rather than being annoying, the memes feel more like background noise, hardly noticed yet greatly adding to the chaos. Sadly most of the memes are outdated, though that is to be expected of a game made in 2014.
There is music that plays throughout the game. It is very techno/dubstep like. I am normally not a fan of that kind of music, but in this game it works so well, making me feel pumped up for whatever is next. I believe there are only two soundtracks, yet they don't get old after a while. This is likely helped by the game's short length.
There are a couple of slow-motion sections in the game, much like Call of Duty's "breach and clear" moments. Slow-motion is also activated for a few brief seconds when an explosive "barrel" is shot.
The controls are alright, but are fairly basic.
The game has very sporadic controller support. Sometimes a controller works, and other times it doesn't. From what I've seen attempting to use a Playstation 4 or Xbox One controller is practically guaranteed to not work.
All-in-all the game is explosive, fast-paced fun. 9/10.
This one, while not quite as charming as the previous installment, is still well-done. The characters continue to be memorable, and even get more complex. The music as always is pleasant to listen to. Nami seems to be getting better at estimating the amount of time the game will take. It took me an hour, just like it says it will.
Again, a very well-done little game. The chararcters are still memorable, and the story is nice. Though the creator is still not great at estimating the amount of time the game takes. I spent an hour playing.
This was absolutely terrific. Very simple, but the characters are memorable, and the story is very relevant. The creator may not be the best at estimating time the game will take however. The game took me about 40 minutes to complete.
This was an enjoyable experience.
- The game is very pretty to look at. The art style is simple yet clean, and successfully adds depth to objects.
- The puzzles can give a player pause, yet not to the point of frustration.
- Nothing is trying to kill you, yet the feeling of unease is there.
- There are a number of bugs, and the controls can be a little stiff -- especially when jumping -- yet for the most part these do not distract from the experience.
About the problem with using K&M, I can think of two solutions:
- Adding a sensitivity slider.
- Allowing the player to switch between the two camera modes by pressing a button rather than holding it. "Reset camera" is this second mode I'm talking about. While its purpose is only to center the camera, it would work as a second camera mode, since it would allow the player to turn with the mouse rather than the WASD keys.
This was pretty good. The game is extremely buggy and the AI is practically non-existent, yet the core concept is good. I could legitimately see it become something more than a prototype.
Also, the music was very good. It got me pumped up and ready for some fast-paced action.