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trick deck

1
Posts
A member registered Apr 15, 2023

Recent community posts

Interesting things and my thoughts on the demo:

1) The glock is a bit too strong with its ability to two tap from any range, the only balancing lever currently is the lack of ammo in each mag, however the glock has a pretty fast reload speed.

2) The glock recoil brings the gun down instead of up, I'm not sure if this is an intentional feature or a bug.

3) The firerate of the glock can be heavily increased by increasing click speed, most noticeable when using an auto clicker.

4) You can swap to another gun after firing, leading to little dps loss, while effectively doubling of ammo, easily done by quickly clicking 1 and 2 while firing.

5) You can swap between 5 guns, essentially quintupling the ammo, you can set up a macro that quickly presses 1,2,3,4,5.

6) The guns automatically reload after running out of ammo, so long as the animation starts, the guns will continue to reload themselves while you swap to another weapon

7) Combining 3), 5), and 6) you can have a 50 bullet glock that two taps from any range that benefits from reload animation cancel.

8) I would like to see bullets travel faster because the game will have a focus on running and gunning. Currently I feel the bullets are a bit too slow, and will reward leading shots and shooting ahead of the enemy as opposed to aiming directly on target.

9) I think the jar is an interesting weapon, I think that the green puff of smoke does not properly communicate it's effective splash damage range.

10) the jar does not deal damage to the user, very effective at melee range and indoors when thrown directly at one's feet, if melee weapons are added, the jar can be a very strong counter

11) if a weapon is close enough to a wall, you can pick it up through the wall

12) There is an enemy and at least one weapon on the roof of the buildings, perhaps it is an issue with communication or a skill issue, but I could not figure out if it was possible to get atop the buildings.

13) when dropping a weapon, the HUD will still display the ammo of the previous weapon despite no weapon in the slot.

14) You deal damage when shooting the ponytail

15) Pistols often clip through the ground when thrown

16) The cash out zone has a very large open area that spans across the entire map.

17) All areas of the body take the same amount of damage, because of upwards recoil and pretty forgiving hitboxes, one is rewarded for spraying at legs.

18) It would be interesting to see more weapon variety in the full game, 2/4 guns are ARs, it would be interesting to see a suppressed weapon.

19) The AKM has a weird recoil pattern when hip firing, going straight up after the 1st shot and going down after the 4th shot. I think this kind of spray pattern would make more sense if the AK were a one tap to the head like in CS, rewarding first shot accuracy over spraying

20) The AKM has a different recoil pattern when ADS, just going straight up.

21) The shotgun really screws with your crosshair placement, while other guns like the M4 will place your crosshair slightly below where the last bullet hits, the shotgun resets your crosshair very low to the ground.

22) The shotgun also goes down when hip fired and up when ADS

23) The pistol goes down when hip fired and up when ADS

24) I haven't noticed any downside to ADS, most games will reduce movement speed to dissuade ADS, but there seems to be no noticeable penalty in this demo.