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GameAddict

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A member registered Apr 03, 2019 · View creator page →

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Hahah, well I am happy with the positive reception for my review! It has been quite a while for me since I was able to engage in a new game in earnest and write my thoughts on them, so I hope whatever might comes, my input might be of use to you. It's fine that you aren't gonna develop the game for a while, take your time with it and come back when you're ready and further polished your skills.

Good luck on your endeavors!

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Hiya, I played the whole demo and I gotta say, there is some potential here, although right now, as it is, there is room for improvement.
Firstly, I found that the movement could be a tad too fast or at least difficult to control, as when I try to climb the stairs in an apartment, I found myself falling down the ground or a lower floor often because I found it difficult to evaluate where Im going. I think movement could at least be more precise so general navigating is less difficult

Secondly, right now, the recoil of the guns make it almost impossible to consistently get headshots to capitalize on the weakpoint, as I found myself often "Cheesing" by sprinting toward the robots to kick, then either kick them until they're dead, or start shooting at them. Additionally, the lack of an aiming/zooming mechanism further increases the difficulty

Thirdly, regarding the bridge guardian boss, I also currently find it lacking, as using the AK does so little damage that it takes forever to deplete its health, so I had to resort solely to the pistol, and idk if its just me, but I think whenever I shot at him, there's a delay before the dmg registered. Additionally, I feel like he's disproportionally hard, in an unfun way, cuz honestly, he shoots way too much, too often, and the 2 weapons you have essentially do chip damage while every time the boss hits you, you're forced to use up the limted meds you got. I ended up having to cheese the fight by exploting the AI movement, standing far away partially covered by the walls and shoot, as I noticed that the AI gets confused on where to walk and its accuracy is thankfully, greatly diminished at a far distance.

Addendum: In the itch.io instructions, F is said to be for punching, but in the game, F is actually only kicking. Nearing the boss fight zone, when I tried using kicks on the destructible wooden bridge, it broke under me and made me have to restart lol, so I hope this will be accounted for next update.

That's all of my thoughts on the game. I hope you'll be able to develop it further as time passes.

Addendum 2: Please create a comprehensive tutorial soon, and perhaps do something to distinguishes objects that we can interact with E, like maybe a glow around the item from afar perhaps. That'll do wonders for future levels.