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FishPudding

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A member registered Sep 02, 2018

Recent community posts

Really nice! I liked the use of "gravity" flipping mechanics but without actual gravity. The few additional mechanics in the game nicely complimented the mechanics and added some very interesting challenges. The boss fight was nice and fun too, though I did die a few times for what seemed like no reason. Anyway great work!

I thought this was really cool! I remember wondering if anyone would do a first person shooter from a third person perspective, but I thought that it would probably be a pain to play. You proved me wrong though! I think the most important aspect is that you fire the camera out of the gun, so you can always reorient yourself with the camera pointed at your character. The laser pointer was also very nice, and aiming with it felt intuitive and smooth.

I do feel like maybe a checkpoint could have been useful, mainly because starting over and having to break through a bunch of crates every time you died was a bit of a hassle since the gameplay is rather slow and careful. I understand that this probably wasn't a priority though.

I also think it would be interesting if you could fire a camera out backward from your character as well. I know that would sort of change the gameplay a lot, but there were a lot of times where I'd want to see what's in front of me, but I'd have to turn all the way around to fire a camera. This was especially problematic if I was being shot at by someone in front of me that I couldn't see, because then I'd have to choose between blindly firing and hoping I hit them, or turning my back on them to fire a camera. I think that the forward firing camera works really well in the tactical situations where you want to see what's going on up ahead of you, but in the maze area, it was really awkward to either fire a camera and walk to a corner and then fire another camera and get completely turned around, or to walk backward firing cameras, not knowing if there'd be an enemy up ahead that you'd need to turn around and shoot.

I liked that most of the obstacles in the tactical section were destructible crates, because it felt really cool to break a crate that you knew had an enemy behind it. It was also really nice to be able to break everything and not have to do too much maneuvering around things.

Anyway, I thought that this was an incredibly innovative approach to this challenge, with a lot of really nice game design choices, and it was a lot of fun to play!

Keep up the good work!