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LKBD

3
Posts
A member registered May 27, 2021

Recent community posts

Hello. I played the second demo.

It was enjoyable but tbh I didn't like it as much as the first demo. To me the mission felt less inspired and less interesting than the first one and the level design was too basic, too simple.

Though I really liked the settings and the atmosphere of the environments, especially the outdoor one.

Now a few things that I noticed:

- I just had a few graphical glitches on some walls that I didn't had during the first demo. I don't know where it comes from, maybe you have improved graphics and my pc is too old to catch on. And I thought the guards were also glitching at first but I read the little note at the beginning of the level about the shadow dark armor, that was funny ^^

- I played in normal and the AI wasn't reactive at all, I could literraly run next to it and it wouldn't react. I guess you're still working on the AI but it seems to me that it was more functional and more reactive in the first demo.

- The lockpicking became way too simple now that the game gives a hint where we're on the right angle. Maybe the best would be to give to players the option to disable this hint if they want a more difficult experience

- The guards repeating the same lines again and again are quite annoying. Plus they seem to have a Google Translate voice, which is not helping. But I assume it's just for the demo purposes.

- I don't like the head bobbing when we're walking at a faster pace. It's my personal opinion but I just think that head bobbing shouldn't be used in games with a first person view, it's just nauseous and useless

- In the feedback of the first demo, I already complained about the fact of being forced to find a certain amount of loot in the level to end the mission. I still think it's not a good idea. Making it optional and reward players who find the biggest amount of loot would imo make everybody happy

- Maybe it comes from my screen and setting but I found that the underground level is way too dark after destroying the generator, it's hard to see where we're going

That's it for my feedback.

Thanks again for this demo, wish you the best for the continuation of the development. :)

Hello. Cool, thank you for listening to our feedback, I can't wait to see more of the game :)

(1 edit)

Hello. I played the demo and I really like it. I love stealth games, Thief is one of my favorites references in the genre and your game is a great tribute to this series. Loved the ambiance, the visuals, the sounds, the oppressive atmosphere ! Can't say much about gameplay since AI is not entirely implemented but it seems promising, level design is okay (I talk a bit more about it in the rest of this post) and I hope we'll have open levels in the final game allowing multiple ways to reach our objectives. And by the way I love the fact we can of change walk speed with the scroll wheel, reminds me of the old Splinter Cell games.

If I may give some feedbacks about things to improve or fix:

- I've had some lighting problems in Yoana's home right before starting the mission, in the first room we are. but because it's due to the fact that my PC is quite old and not very powerful

- Jumping lacks of precision. Sometimes it works well and it is fluid but at some other points I have to jump several times for the character to finally succeed

- The most annoying jumps are the ones when we are climbing a rope. Several times I was at the top of the rope, I jumped to reach the edge and I felt because the jumps the character is doing are ridiculously short

- Being forced to find a certain amount of loot in the level is frustrating and annoying, at least for me. I know I'm in the minority of players but I just hate looting and crafting in games and I don't want games to dictate me what I should do apart from achieving the main objectives. That's why I think this looting objective should be optional. Give more points or bonus to the people who loot the most, I'm totally okay with that.

- Talking about loot, I wasn't able to pick some items while I was crouching, I had to stand up. Which is a bit annoying and risky in some situations.

- the UI lacks a bit of ergonomics. For example we should be able to use an item directly from the inventory and not clicking on it, then closing the inventory and click the right button of the mouse to use it.

- now about the level design I kinda like it but here are three things that bothered me. First is that too many rooms are looking the same, the structure of some floors is repetitive. Then some places have a good amount of guards but in other ones there are not enough, some places feel just empty.

And to finish I'll talk about my biggest complain which is the game asking us to go back to the starting point to finish the mission. It's just not fun to go back and cross again the same paths to finish the mission, I prefer when the extraction point is different from the entry point and allows us to see new parts of the map. Reaching the extraction point must be like a new and fun objective.

- now about two problems I came across during my session. The first one is when I used one of the boat that makes us fast travelling. The game made me pop right in front of a guard and he saw me. It would be better if the game makes up pop in dark areas so that cannot happen.

The second one is about an unknown problem that made crash my computer. I was in the highest levels of the map (with all the numbered rooms and guards patrolling), I wanted to jump into the water below and the game crashed as soon as I reached the water, I had to restart my computer. I don't know if it's due to my old computer or if the game wasn't supposed to support this jump. I made screenshots of the place I jumped from so you can fix it if that's indeed a bug of the game:



- the last complain is just a detail but maybe putting a mine during the tutorial so the player is directly taught that he has to walk very slowly and can disarm them

Last thing is not a feedback but maybe an idea suggestion that I had while playing the game. Why not having the ghost guards working the opposite way of human guards and monsters, like them being able to see in the dark but not in the light ? And the player would have fire arrows allowing to relight an extinguished torch, and also with the lighter allowing to build a fire arrow. That would bring something interesting, different and fresh to the gameplay in my opinion.

I really had a good time playing this demo, congrats for making this on your own. It looks solid and promising for a demo. Do you already know when you plan to release your game ?

Thank you for making such a game in 2021, we need real stealth games to come back strong. I hope your game will be successful. :)