Thank you for trying it out!
I rushed a bit to post the demo here and forgot to bake the warehouse's navmesh back, that's why this guy was stuck on the car
Thank you for giving it a try!
I only made the first VR training levels so far, I want to cover a lot more of the game's mechanics: cameras, shooting, throwing, alert mode... and make some "puzzle" levels as well.
The warehouse's rooftop is tricky because it's slanted which makes detection easier for guards. I need to balance the light/shadow in the levels though cause the shadow doesn't help the player nearly enough right now.
And yeah the guards did headshot you if your health went to 0 after being hit. It sort of works the same way for both the player and the guards for now.
I recently did a big cleanup pass of my levels in Blender, separating instantiable objects from the actual level geometry. That's why the warehouse level was a bit janky with some missing objects and navigation issues with the guards, I kind of rushed at the end not to post my demo too late this DD
Thanks for trying it out on steam deck!
Yeah I added controller support and worked quite a bit on it but I'm still usually testing my game with mouse+kb, and I added controller support to some parts of the game (lockpicking) just before posting the demo here.
I realized the culling was turned on in my game but I didn't add any occluder geometry to my level, so expect the game to run better in the coming months. I also got frustrated trying your game out at how well I was able to tell where other players were around me compared to mine and found out I had almost no audio panning on.
The unrendered sprite that billboards towards light sources could be cool, I'll try it out
I gave it another try, played it slowly this time around, took time to read and tried to understand what was going on.
The game is pretty overwhelming at first, a lot of stuff's happening left and right. After a while you get used to it, but I feel like there's a lot more I could've done.
The tutorial started well, nice and slow. But past a certain point I felt like I got left on my own. I tried to keep the guild running which worked for a little while, but I feel like there are so many different things you can do/miss in this game that I didn't know what to do. Like, once the tutorial is done you have 20 quests spawning in the advisor's tab.
My heroes ended up getting mauled by the shark, even though they beat every dungeon without breaking a sweat up until then.
The UI looks really cool and consistent — but that consistency kinda works against it for someone who's not used to it. All the panels look alike, so it's hard to tell at a glance which one does what. Maybe changing the background/window style could help a little? But someone playing the game for a long time might get used to it like with most strategy games. Everything runs smoothly otherwise, great SFX.
The game crashed at the end when I tried to complete a quest. Maybe because the day was about to end at that moment?
Early prototype obviously, but the movement and animations are pretty smooth and responsive, the explosion effects look cool. I had 200 ping and don't know much about multiplayer games, but the blast cards didn't feel desynced
The project hop card did feel "weird" though, but that might just be because there's no animation for the platform creation. Everything "fully implemented" felt right
The art on the cards looks cool, and the 3D model looks nice as well. Hopefully the video will let you get a feel for how the game plays with high ping. It definitely didn't feel as bad as Counter-Strike would have.
The SFX that are in already were good as well, I could hear what was going on around me (if someone was close enough).
I kept trying to choose a card with the mousewheel instead of Q and E
I like the flavor texts, they're well written. I'd even say the lack of UI feels weird when you have such nice descriptions in the menus and everything else looks so polished.
Some quick stuff about the menus: no hover effect, hard to get out of menus without esc/right click/click out of bounds
The art style is top tier, sfx are nice as well. I can pretty often tell who is where with that alone, which is really really good
I couldn't get too far because of some bugs you'll see in the video. after loading my save, I couldn't equip weapons anymore either, and couldn't load or continue from the main menu
The fights are okay, you need to think before you act, but I feel like enemies can dash away faster than the player in some cases. Maybe it has something to do with stats or equipment? I feel like dashing doesn't have a lot of upsides compared to just running away or parrying. Parrying isn't too hard, the attacks are pretty easy to read.
GREAT art style and atmosphere
Nice game, I had fun playing it.
Really cool art style, the music fits the game well, the various enemies make it interesting and challenging, you can't really let your guard down even in the earlier stages which is really nice.
My one big complaint would be that the built-in mouse acceleration makes it really hard to play. I don't know if that's here because of the browser but it makes it nearly impossible to aim at the skulls and to track enemies around you, I got totally lost sometimes trying to turn around sharply and stuff
Thanks for trying it out!
I'm a little surprised Itch didn't warn you or something cause I checked both of those boxes:
I would add a "hold a key to move the selection faster across the keyboard" function at the start of the game when you type your name in
The dialogue is great, a lot of funny stuff, character names etc.
Art is really nice, I like how the background can get damaged in battle, the music is cool and fits the atmosphere (which is really well done as well)
I would add an interaction with a little dialogue when the player tries to go somewhere he can't YET. I would tend to dismiss a door that did nothing at all when I interacted with it earlier. I'm only talking about the gas shop door here.
The progression might be a little hard in some spots, like where I got stuck at the end, but that might just be because I went on the cockroach "side quest" too early instead of going where I was asked to.
The "Mexican horse" demon having his dong hanging between his legs on his sprite was on point for DD69
A lot of tasteful details! The krokodil guy, the janitor getting splattered when you beat him, the stuff you get from looting them...
Lovely polished game!
I would add normal maps to your ships (but that's because I add normal maps everywhere in my game). or maybe turn the IOR down on the ships material so the color pops more and the sun doesn't gloss as hard on it
Nice models and textures, the "scanning ship" effect looks cool
I love your character models and the game has a cool look to it
The cutscenes have a lot of potential and I liked the part where I fought in the blood bath. SFX would make the cutscenes a lot more immersive, and adding some linked to the HUD would help as well (health regen, running out of energy, that kind of stuff)
The UI is really hard to use/read though, and the amount of content thrown at you without context is overwhelming for a first-time player like me.
Thanks a lot for playing and recording a video!
The level was indeed very dense and unforgiving, but I got a lot of useful feedback out of it
I should have an actual tutorial / game start ready for next DD, to introduce the player to mechanics, controls, items and stuff
Thanks again for sticking with it even though it got frustrating. Your feedback is appreciated!
And good luck with 2.5D, it requires a lot of sprite work, but I think it looks pretty cool once you're done
I've been stuck here for around 20 minutes, I can't get over that ledge. Too bad cause everything else looks cool about that game, great UI, great soundtrack/sfx, great style
Would be cool to let the player rotate the camera with the mouse/joystick/second hand (on keyboard) though, but I guess it's a design choice you made since this is the full release

Nice characters, I didn't see Sena yet, she has a cool outfit.
I liked how bloody the game is. The pistol sounds like the pp7 from goldeneye
The cursor felt kinda easy to lose when fighting though
The video looks laggy at the end, but the game wasn't laggy when I played it, I only had some small spikes at some places when enemies appeared
I keep mouseclicking on the dialogue box and it doesn't display the next dialogue line, it's pretty confusing
Cool animations at the start of the demo and in the backgrounds as well. Nice art style, it looks refreshing
The story is a little hard to follow as is, I think adding some SFX would help, or maybe having only the current dialogue line displayed in the dialogue box? I'm not used to the way it works right now
Lots of "What" instead of "Why" and that type of typos. CEO's mask comes off when we're talking outside with him when you ask "What do you think of the team?"
I really like the character design, they all look different from each other, there are some inconsistencies from one version of the character to another, like Rimahan's outline is thick when wearing the mask, and thick on the other sprites. Same thing with Massieu's shadow, it changes between the "tongue out" sprite and the other ones
Your fullscreen CGs are really cool, hope we see more of those going forward!!
The load function doesn't seem to work properly, I loaded a save I made from a dialogue, and it loaded the "navigation" screen. I couldn't load any dialogue from here
Tried it out, it already feels polished, nice art, nice music and SFX, it fits together well. I don't think I ran into any bug while playing. Very cool gimmick, unique game, I've never hacked a pokemon game or anything but it really feels like an introduction to it
I liked how responsive the UI is as well, feels nice to just reboot the gameboy instead of navigating menus to restart and stuff
played with keyboard, I liked the UI and soundtrack, I feel like it fits the overall look of the game
Inertia feels a little inconsistent, it's easy to stop mid-air at low speed, but the blorb feels heavy on the ground
I couldn't finish the last tutorial level, felt impossible to me because I couldn't see what was happening on the right side of the screen (where the traps are basically) and the sawblades aren't synced with the platforms, which makes it really hard to plan any jump (might be a skill issue)
The character doesn't follow the platforms when the bouncing animation is playing, and jumping from a platform sometimes makes you follow the platform (cave level), sometimes not (last tutorial level)
I sometimes had trouble interacting with the world/menus, wasn't sure if I was supposed to press space, E or W
I tried it out and I liked it.
The fonts are hard to read with the "pixelated-render" effect. I think the resolution makes the whole game kind of hard to read but I got used to it after a little while anyway.
Reloading and moving at the same time is kinda tricky because I kept having to hit "R" which keeps me from strafing while moving. I think I would rather use spacebar to load a shell into the magazine.
It would be cool if you could reload the shotgun while keeping it shouldered.
I really liked the way you animated the reloads, attention to details like throwing a shell right in the chamber if the pump is pulled back, the chamber check. Having to scroll down twice to really send the pump back feels pretty realistic as well. This game feels the same way using a shotgun for the first time does, which is really cool
Thanks for trying it out!
I never had that bug with the quick item select menu, what were you playing the game on? desktop/laptop, linux/windows? any controller plugged in? It looks like a controller conflicting with the inputs... maybe joystick drift fighting with the keyboard inputs in the background?
Looking good, the only thing I would complain about is the camera's inertia, it feels a bit like playing stalker 2
I like the part with the boss, he makes it a bit more challenging. Playing the demo makes me feel like the next levels could be interesting with the "roadblocks" to lift, the ammo to manage, the ball to shoot, the enemy to keep in mind, plus some jumpscares and some gun jams into the mix. There's a lot of way it could go wrong for the player
got 466'466 high score with the deagles and 1'459'232 with the gatling gun. I LOVED this game, the music was loud, the guns were loud, the screen's shaking, the nun's laughing like a maniac, there's a holy hand grenade, it's lovely!
the issues I've had with the game so far are :
-The enemies don't make a sound when hitting you from behind so you just have to keep them in mind
-You can get stuck falling on the edges of the map but can't get back on the map once you're here
I think the mac10s, and the gatling gun could feel a bit more alive. They could be hard to control with the aim going all over the place or something. they look a little too easy to use right now
Very nice models, and even though i'm not into futa/girl MC, i think the animations are really cool!
I wish I could move the camera around with the mouse as well cause it's kind of slow rn AND i need to look at the model from a different angle (i need to check under her boobs)
There are some bugs still and i'm sure you know about most of them; one that was a little annoying but should be easy to fix was the character's collision box being standing height when wearing the puppy suit, keeping the player from going through holes in the walls and letting the guards stop me as well when they shouldn't


The only issues i've found:
-Sometimes when picking weapons or breaking them, i feel like blocking doesn't work (that might just be me messing up though)
-I can't crouch so I can't teabag the defeated boss
It's really hard, but it makes it cool even though I didn't get very far.
Polished game. it's hard to mix elements in the middle of a battle but that could just be part of the challenge.
I think the tutorial is nice the way it is, you can take your time trying things out and you get a hint about mixes.
Also, i'm retarded and forgor about weapon ugrades, i'm sure it would've made the game easier (though it wouldn't have kept me from dying)
the shopkeeper killed me on my first run.