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DENIZEN is a story driven atmospheric FPS · By
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.
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 :)
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!
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.
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:
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 :)
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:
But it is likely that it will run on older hardware too.