well done
Lord Destro
Creator of
Recent community posts
Having a game be less hand holding is good but it should at least hint at how to do a very important move tech
I couldn't even pass the 2nd lvl without checking the gifs and reading more of the description
dash jumping isn't a speedrun strat it's a basic move you need to do for every lvl after lvl 1 so it should be understandable without deeper inspection
legally obliged to also say that this is my personal opinion, but think you made it too difficult for a gamejam where 1 death can make a player quit
The game has a interesting concept, and its execution is well done for the most part. There have been large improvements over the first installment. But the game still has flaws.
There are numerous bugs that need addressing, such as invisible walls and issues with the hangar door and props lacking collision. The hanger scene should progress after the troops are killed instead of waiting on a timer.
Theres a kick ability that does nothing. I would prefer if there were less cutscenes or atleast integrated into the gameplay, similar to Half-Life. Esc quiting the game instead of opening a pause menu.
While the game is cool, it desperately needs some polishing. The lengthy cutscenes and waiting a whole minute for the news broadcast to end to progress really ruins immersion.
Also the game is making my pc into a jet engine.
A promising fps but has room for improvement.
Somewhat annoying how 90% of dialogue is just fuck.
The transition doors could have a prompt instead of moving you instantly.
Quickly found that W + A or D + sprint + jumping makes you really fast.
Hope you change the store to be more fitting.
The corridors(especially at the start) are way too spacious.
The gun play feels solid but the melee feels unresponsive( but cool it with the amount of guns in story).
But was a pretty good short game overall.
The ending was actually planned from the beginning since I never wanted a boss, so I could focus on the rest of the game more.
Although I had put in a bit less polish and enemy variety than I hoped for since I changed the game idea about 3 times in 2 days, since I was unhappy with the previous versions and was quite sleep deprived by the end.
Thanks for noticing the error, I changed it to left click now
I ate 36 oreos from a 36 pack I got for cheap, if I ate 36 packs I think I might overdose :P
This game looks really good and I knew it would be something I would like
But because of the design and bug jump it extremelly bittered the experience.
Here's a few things to list:
Don't make the camera move area to area in a platformer, I don't want to take blind leaps of faith every time I jump and hope I don't land into a spike and instantly die
The jump bug is definitly something with the code, both browser and executable have a 50/50 chance to not jump, in a platformer this just makes it frusterating( also it most likely doesn't have anything to do with framerate, unless the player is somehow fast enough to press and release the jump key in less time than a frame)
The enemies, idk if I was hitting a wall or the enemy because sometimes they would take 4 shots and sometimes 2, there isn't much feedback and idk how much health the enemy actually has
again the game is really great but these things really ruin it for me, also the bouncing bullets could use some more love, only time I actually used them was in the last lvl