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General Feedback Sticky

A topic by Skunkape Interactive created Mar 08, 2018 Views: 1,115 Replies: 19
Viewing posts 1 to 11
Developer

This forum is the place for your comments, ideas and feature requests. 

(+1)

So this is a pre-alpha/demo, and for that reason I've taken things a bit easier. This is gonna be two parts as I wasn't expecting it to be as long as it is. Most parts of this are okay, nothing really stands out but not much is truly offensive but I left feeling that it was better than the sum of its parts. The combat is alright, the level design is alright, the lore is alright, the writing is pretty good though. My biggest complaints were the sheer volume of text and the intermittent loading. I'll have more details in the next episode.

Developer(+1)

Glad you had fun with it! We are definitely working to streamline the loading. With some further optimizations it should be imperceptible.  

Also, as an aside, I think that watching people play the game cold for the first time is one of the most valuable tools for devs. The radio with the number tower's transmissions is not a puzzle... but now maybe it will be!

Looking forward to your next episode :)

(+1)

End of the line! For the most part, I was pretty impressed at the scale of the pre-alpha and I think it give a pretty good picture of what you want the full game to be. It's a little slow in places from all the reading, but it all builds up quite nicely. A voiced autoplay would be really awesome though. The combat could use some tuning, as it's slightly dissatisfying as it is, but I can imagine it's more of a placeholder as it is right now. And it would be nice to see the environments a little more fleshed out, but again, it does just fine for communicating what it wants to be. Looking forward to some updates or the full game! Keep up the great work and fantastic job so far!

Developer

We're glad you liked it! It took the four of us a little over 6 months to get it to this state, so we've still got a ways to go. Your feedback will be helpful in the months of development to come.  :^)

(+1)

cool to see you guys uploading a prototype, is this the same build from magfest?

Developer

We're glad to have a public build available! This is an updated build of the same demo we showed at magfest, with various changes and bugfixes. Things like adjustments to the axe and Vahan gameplay, giving the barrels, lamps, pickups, etc physics, adding line breaks to the logs for readability, making shotgun ammo rarer since it's so op.

(+1)

This is pretty cool but the combat leaves much to be desired

Developer

Any specific suggestions for improvement?

(+1)

Enemies go down too easy with guns other than the pistol and the pistol is useless. I'm sure it won't matter much since the full game's purpose is getting people interested in the story

Developer

Thanks for the feedback! I think we are heading in the direction your thinking. 

I agree that enemies are too weak in the current version. That's because this demo was indended to showcase a bit of the game and get you into the world with a minimum of learning curve and frustration. We are planning for the full game to have a range of difficulty settings. Here's what we're thinking:

  • Easy: The difficulty you experianced in the demo. Medkits are everywhere and your health regenerates over time. When your health reaches zero you auto inject yourself with a medkit. So as long as you have medkits you pretty much can't die on easy. Enemies base health is lowered and your base health is raised. Ammo is everywhere. This difficulty is desgined to let you experiacnce the story without the interruption of dying.
  • Normal: Fewer medkits and no regenerating health. No auto-inject, medkits must be manually used. Enemies health is decent and your health is a bit less than on easy. Ammo is more scarce and must be used wisely. This will be the baseline standard of difficulty.
  • Hard: Same as normal but with everything tilted just a little bit less in your favor: Enemies are just a bit stronger, your just a bit weaker, and medkits and ammo are just a bit harder to find. Hard is for people used to shooters who want a solid challenge.
  • Nightmare: This difficulty would have to be unlocked by completing the game on another difficulty. Base health for you and enemies remain the same as on hard but there are no medkits and your health drains constantly over time until it reaches 25. You get a special ax that has life steal abilities. After you get 15 kills you can kill an enemy with the ax to regain your health (and then it starts draining again). Ammo is even more scarce than on hard. There are special Nightmare-only data tapes for you to find. There is different, weirder music and your hands are replaced with skeletons hands. This difficulty is for people who have played DENIZEN before. 

We also have some changes in mind for the pistol. We are adding another pistol (the Walther Concealed Carry Pistol) and will probably change the Mauser gameplay to feature a lower fire rate with higher recoil and damage output. The Walther pistol will feature higher capacity and fire rate with lower damage output.

Also the Vahan will make more sense when seen next to the MP44 (which is still in progress). The MP44 will be the serious buisness high damage high accuracy rifle but will suffer from extreme recoil. The idea is you get one shot that's really accurate and powerful but after that the recoil gets out of control. The Vahan (which you got to use in the demo) while technically an assault rifle plays much more like an SMG (spray and pray).

The Shotgun does pretty much what we all expect, I think :)

Just asking,what's the minimum PC Spec requirements?

Developer

We haven't tested across a very wide gamut of devices so I can't say for sure, but it should run OK on pretty modest hardware. It run's great on my PC which has:

  • OS: Windows 7
  • Processor: 3.3 Ghz Intel Core i5-2500k
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 970

But it is likely that it will run on older hardware too. 

Did I miss a way to customize the controls? it was pretty fun exploring the world, and thankfully pretty easy, because, playing with wasd on an azerty keyboard is a nightmare.

Developer

Hi! Glad you had fun. There are no configuration options in the prototype. There will of course be remappable controls and graphics options in the future :)

i enjoyed the demo for what it was even tho the smg and the shotgun was very op. so gun damage/mob health needs to be nerfed/buffed. But overall it was fun

Developer

Glad you enjoyed it! I agree those guns need some re-balancing. 

Played through the DENIZEN prototype. I thoroughly enjoyed it and hope that production is still ongoing. Overall, it was a really solid prototype, and only needs a bit of balancing. Good atmosphere, nice style, and compelling to explore. Nice job Skunkape Interactive.

(+1)

is this still being worked on? i liked it

Thank you Skunkape for your hard VR work. It's a shame you had to bow out of the scene but it was nice having you around for a while. Still play Deadlock often!