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thatfaib

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A member registered Jun 12, 2021

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Bug report in newest demo : You can break the game entirely by spamming both left click and E in the dialog section. The game will stop taking any input and I could´nt restart, main menu or anything other than altf4 

I don't think so, check out "road to vostok", made by a single person as well

This is decent for a pre-alpha demo, but i do have some critiques: 

1) Weapon handling: 

- Run and gun has no disadvantages, neither increased recoil, or weapon spread nor a movement penalty, making it the preferred way to play

- Playing scoped therefore has no advantages, not even zooming in. It also has no movement penalty, meaning you can run and gun with the scope if you want your screen to be obstructed be the sights

- Recoil behaves in different ways when hip-firing, but the difference is marginal on any gun other then the M4

- Only having vertical view kick when spraying allows for easy counter movement with your hand (pulling the mouse down when full auto), eliminating the effects of recoil

- Recoil is especially large after the first shot, making tap fire and burst fire ineffective, actually semi auto is sometimes worse than full auto

- Either Weapon projectiles or the character hit boxes are huge, allowing for some very questionable hits

2) Weapon balance :

- Firstly, the 5 weapon slots are way to much, maybe this is just a demo feature, but it makes weapon selection irrelevant and allows for a double, triple and quadruple magazines, because there is no weapon switch time

- The M4 and AK are similar in dps and ttk as far as i could tell, so in full auto they can fill the same roll, though i do like the classic distinction between slow and higher dmg AK and faster but lower dmg M4, only question would be possible future headshot damage, which could render one option useless, if the other can one-tap

- The pistols high damage and broken semi auto firing rate make it far superior to all other guns. I would either give it lower dmg filling a backup role, or going all in and having a crazy stacked pistol with drum magazine and x4 scope or something

- As all other weapons, the shotgun has no falloff even at the greatest of ranges and has the same spread pattern every time, favoring the top left - depending on your preference, you can also leave this in as a higher skilled player will be able to perfect this.

I actually think that the shotgun has the best balance right now, playing kinda like the mastiff from apex, being able to outperform automatic guns with clever use of cover

- The jar is a fun little mechanic with questionable physics, although the splash damage aoe is not telegraphed well. It also feels like a gameplay element of a fast paced party game rather then a tactical option, which leads to my next big point : 

3) Preferred Gameplay experience: 

So into here I´m gonna put the big question about the actually Gameplay type this game is going to have. Some of the mechanics give off a fun party game style and others more tactical elements. This leads to the question, what type of shooter is this ? 

It could either be a game like Totally accurate battle grounds with fast, quirky movement, run and gun, chaotic firefights and cool upgrades; or it could be a more tactical, slower moving game, where you have to select your attachments with care and think about what weapons to turn into cash, use cover and fight over the weapon drop zone.

4) Miscellaneous :

-The manteling ability is neat for getting into an elevated positions, but the execution is kinda rough. It feels like I´m moreso slipping up the corner and then sliding quite far onto the new surface. 

- In the videos you described a system of weapon attachments, being able to upgrade your weapon of choice to fit any situation, though this system doesnt fit in with the cashing in weapons and loosing all gear on death mechanics. I see two problems: first, being able to upgrade a shotgun into a sniper means that initial weapon choice is irrelevant, secondly, you cant upgrade a weapon fully in a single life without greater time to kill overall, which would screw up the whole style and would require a vastly different game type, namely a more tactical one

- Please think about accessibility early enough (not yet, but in the first beta for sure), as adding in features later will be harder than incorporating them into the design

- I´m not a fan of the font on itch.io, being hard to read

- Right now, the game is very heavy on my Pc, although I am using a decent middle class laptop, the fans go on full throttle

5) Bugs and Polish: 

- Reloading can be skipped on any weapon, by dropping and picking it back up

- When holding no weapon, the ammo displays 999/999, when no weapon was picked up, or the last ammo count before dropping a weapon

- Reloading and throwing away a gun or reloading and firing at the same time breaks the weapon idle, fire, scope and reload animations

- when changing settings input is still detected and the player character moves

- the credits window is a toggle and leaving it on while getting back into game, you can manage to get the credits stuck ontop of the gameplay

- you can get stuck behind the weapons delivery pod by crouching and jumping

- looking directly up and shooting without moving the camera keeps on adding the upwards view kick from recoil, making the view flip upside down eventually, the inverse will happen when facing down with the shotgun also allowing view kick to further shift the yaw of the camera then normally allowed

- you can pick up items through solid walls

- changing the pov via console has resulted in intense drop of fps

I found a bug : When you are reloading the level with ctrl. while the key is collected, but the level isnt quit yet, you can get softlocked. you spawn into the same level, just with the key missing. quitting to lobby wasnt an issue and the key was properly counted. win10 version