Yeah I think I need to do better on the marketing then... It's sorta inspired by like, 90s and VERY early 2000s sandbox CRPG, where not a lot went on in the overworld and the focus was on the towns and dungeons. That IS pretty different than what modern open-world RPG audiences expect, but that's also not rly who the game is for, if that makes sense. Maybe I should add a disclaimer, I'll have to work on that!
Ian/Iana Spencer
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Hey, thanks for man, I'll take you're tips into consideration and I'm glad you enjoyed it ;3
On the attacking in packs thing: I have been thinking about a system that would alert other enemies but I couldn't decide on one for the prototype. I'll probably just go with a simple signal.emit() based system at this point lol
Ever since I first played Kevin 6D with my niece and nephew (both 14 at the time, perhaps a bit too young to be playing such a violent game, but I digress) last year, I've been quite charmed and impressed by this beloved - yet underrated - videogame franchise, both as an uncle and a games journalist.
Kevin 6D - the 3rd game in the Kevin 3D series - did good on what the series is known and beloved for by its cult following: It's excellent genre-defining FPS gameplay, intelligent writing, compelling characters, and, of course, it's pitch-black comedic satire of neo-liberal capitalism that is as scathing as it is cathartic.
It's the first defining characteristic that has me... conflicted about Kevin 3D 4, given that it's, in quite an odd choice, switched to being a third person shooter with prominent 3D platformer elements.
It certainly does everything else quite well. This fourth entry in the Kevin 3D series is a meditation on food insecurity and worker's rights in America, an issue that hits quite close to home for many working-class Americans, and, in true Kevin 3D fashion, it makes some excellent and thought-provoking artistic statements. Kevin is as compelling as he usually is, someone who is very relatable, but willing to go to far further than most to fight back against the extraterrestrial bourgeoisie of the alternate reality of the Kevin games lore, who, in a very on-the-nose bit of satirical farce, quite literally rob him of his burrito that he had just paid for, enraged that their most feared adversary once again had the audacity to buy from a local food vender - run by a Latina-American who's small business supports her three sons, while her husband works long hours as the sole cashier at the local Walmart - rather than the corporate burrito chain.
The graphics are, I must admit, incredible, as well, and genuinely might be the best-looking game I've seen since the first Mirror's Edge. While the shooting is now in third-person, it feels as incredible as the series always has, with the fast-paced shootouts, incredible gunplay and enemy gibs unlike an other franchise.
But the platforming, to be quite frank, is hit or miss.
Now, I don't expect every game with 3D platforming to be on the level of Bug World on Windows Vista. Of course I don't, that's not a reasonable standard for any other dev to strive for. But the platforming in Kevin 3D 4 is, at best, perfectly serviceable, and at worst, deeply mediocre.
While Kevin's movement controls feel quite good, there are some sections where the platforms seem to be just barely far enough for his actual moveset, making it more akin to a precision platformer, which breaks up the otherwise adrenaline-pumping pace, something that I (and likely many other fans of this series) feel should be saved for the melancholic and emotion cutscenes that the Kevin games are most known for.
Speaking of that, the game begins with an incredible musical number, and while I won't spoil anything, it did move me to tears. The Kevin games have been one to incorporate elements of musicals, either for comedic or dramatic effect, but the one at the beginning of Kevin 4 is truly the series out doing itself, and even if some parts of Kevin 3D 4 are bigger misses than swings, the studio behind Kevin outdoing itself with this entry is a theme nonetheless.
Overall, 8.5/10: It has it's flaws, but if you're a Kevin fan, this one is a must. That said, make sure to play the series in order.
John Gamesjournalistman, IGN
- No bullying, bigotry, nazism or hate speech (this includes dog-whistles. I'll know.)
- Casual cursing is ofc perfectly fine and allowed, don't curse "at" ppl angrily
- You can "punch up" and talk shit about powerful and corrupt individuals (who suck at Path of Exile.), but still don't "punch down" at each other or talk shit about ppl who aren't actively using their influence making everyone's lives worse
- Keep it PG-13
- Stay *mostly* on-topic (I get it I have ADHD too)
- You can self promote within reason, if fits MTD's vibe or comes up in conversation, but don't spam plz
- I feel like this *kinda* goes without saying but like, y'know, don't promote some kind of crypto scam or pyramid scheme lol
Comment section if you just wanna give a bug report/constructive critique but don't have the time to make a whole topic about it (which you can if you want but I wanna make it more convenient
SOME QUICK GUIDELINES FOR BUG REPORTS AND FEEDBACK:
- Please be as specific as you can! You don't have to get super technical ofc (that's my job lol) but I would like to know in what is actually happening in your game instead of just "x doesn't work". Sorry I know that's rly annoying, but just knowing something doesn't work doesn't rly give me enough information to fix it
- If you're reporting a crash bug, tell me what happened just before it crashed, that'll give me a better idea of what the bug is
- Feedback needs to be specific too! "This game just isn't for me" is totally valid and respectful, but it isn't fully constructive because it doesn't tell me specifically what it is you felt was lacking, so please tell me what specific parts felt off so I know what's actually in need of improvement
- Feedback might not always align with a dev's artistic intent. Miscommunication is inevitable in any creative medium and often there's even a disconnect of some sort between artist an fans. That's ok, give me your advice anyway! Even if it's not a right fit it might still give me some kind of insight, ya never know :3
Thanks for playing it! Very useful to see footage of someone else playing it, ya never know how player might react to things in way you didn't anticipate, me having replayed this demo over and over again
btw about to upload a patch that should fix the inventory dupe respawn bug, and also has some polishing stuff!
Hey thanks for playing it! It is quite dark, yes lol
The shooting is suppose to feel like the protagonist the player is playing as doesn't really know how to handle a gun, so is it weird in that way? I was trying to make the shooting unwieldy
also could you elaborate on the death thing? is there an issue with the enemies still attack during their death animation or something like that?
sorry for asking so many question lol, it's just good to know in this stage of development






















