Ok after some fiddling around I got it to work. The game has to be played in exclusive full-screen for the camera controls to work. Anyways, with that fixed it was a decent game. sensitivity felt a bit low even at the highest setting but apart from that the controls felt good, dashing felt quite nice with the FOV change. However I’ve noticed a few things that bugged me a bit:
- the enemies can shoot over fences and through trees so you cant really take cover from them
- having (even fast) projectiles to dodge would feel a bit more forgiving and sell the fantasy of this fast zombie creature dodging and weaving between gunshots even more. as of now I just tried to time my dodge with the audio-cue you gave the enemies which works but isn’t that great IMO, since enemies that are far away exert the same amount of pressure, if not more since they can turn “faster” to face you, but their audio cue was harder to hear.
- charging up a melee felt kinda pointless since it doesn’t one-shot and takes a long time, in which you could’ve just tapped the enemies head instead. and since there is no cover it also doesn’t help that you can charge before you move in, since you’re always engaged with the enemy.
- hitting the head for the one-shot feels a bit finicky to aim and I think its already hard enough if a hit on any part of the body results in an instant kill, since you are playing with a melee weapon against all ranged enemies.
- when an enemy dies they still have collision while their body is collapsing, which can make it hard to dash from enemy to enemy in a quick succession. I think I’d prefer it for their collision to turn off as soon as they are dead.
- sometimes the dash loses a lot of momentum when colliding with a barricade and doesn’t manage to break the one behind it and sometimes it doesn’t and breaks the second one without problems. Also starting a dash too close to a barricade doesn’t allow me to break it. I don’t think this is intended because the dash instantly accelerates so it should be able to break the wood from point blank, but if it’s intended to work the way it does right now, I’d like the acceleration to somehow reflect that (e.g. make the dash start slower and build up the speed over time, but then it wouldn’t feel as responsive in the combat anymore)
- some kind of red tint on the screen to indicate low health would also be nice, as you don’t really have time to look at the character portrait to take not of your health in the middle of combat.
Sorry if this came across as overly negative, I tend to spend way more time focusing on what can be improved and don’t point out whats already working, but understand that for me to spend this time trying to figure out what could be improved your game must have already hooked me in enough to want me see it be improved, if that makes sense.
Anyways, good job on the game, ultimately I did have fun beating it and don’t let my criticisms fool you into thinking I didn’t.