I like the story setup at the start as it helps set the mood of the game. The automated firing helps keeps the player moving without having to think too much about precise aiming.
Triggering the automated shooting felt inconsistent, as sometimes the gun would fire immediately on mouse-overing the enemies and other times it wouldn't unless I aim at their heads. A potential improvement could be to increase the trigger area to be slightly larger than the enemies' model, and to have the player model switch to an aiming stance. The aiming stance would also mean that the bullet is firing from the center of the character model instead of from the player's right hand. There also didn't seem to be a detriment to being shot by the enemies - Given that a level is 20 seconds long and that the enemies also die in 1 hit, it may make sense to have the player die on a single hit as well.
I enjoyed the random level layout generation - It adds variety to each run and fits with the "explore" aspect. However, given that enemies were not much of a threat, I felt that the levels felt very short when only finding 3 codes. Would it be possible to vary the number of codes that need to be gathered per generated level as well? I think you may be able to get away with 4 or even 5 codes in a level, and it would add a surprise factor for the player per run.
I think there is a interesting idea but some elements did not make sense to me, especially the gun related gameplay. The enemies did not seem to shoot at me even though I was crossing their red line-of-sight, and my own gun was not having much of an effect either. Maybe I missed something, but I think focusing on the stealth aspect would make the gameplay more interesting (but also maybe more difficult to generate interesting maps for). Speaking of, having generated maps was a really cool feature and it did make me replay through the game a few dozens of time to check out what it managed to create. The controls themselves did feel smooth so repeating it again and again was not really an issue for me, but longer levels would have been even more fun :-)
Comments
I like the story setup at the start as it helps set the mood of the game. The automated firing helps keeps the player moving without having to think too much about precise aiming.
Triggering the automated shooting felt inconsistent, as sometimes the gun would fire immediately on mouse-overing the enemies and other times it wouldn't unless I aim at their heads. A potential improvement could be to increase the trigger area to be slightly larger than the enemies' model, and to have the player model switch to an aiming stance. The aiming stance would also mean that the bullet is firing from the center of the character model instead of from the player's right hand. There also didn't seem to be a detriment to being shot by the enemies - Given that a level is 20 seconds long and that the enemies also die in 1 hit, it may make sense to have the player die on a single hit as well.
I enjoyed the random level layout generation - It adds variety to each run and fits with the "explore" aspect. However, given that enemies were not much of a threat, I felt that the levels felt very short when only finding 3 codes. Would it be possible to vary the number of codes that need to be gathered per generated level as well? I think you may be able to get away with 4 or even 5 codes in a level, and it would add a surprise factor for the player per run.
I think there is a interesting idea but some elements did not make sense to me, especially the gun related gameplay. The enemies did not seem to shoot at me even though I was crossing their red line-of-sight, and my own gun was not having much of an effect either. Maybe I missed something, but I think focusing on the stealth aspect would make the gameplay more interesting (but also maybe more difficult to generate interesting maps for).
Speaking of, having generated maps was a really cool feature and it did make me replay through the game a few dozens of time to check out what it managed to create. The controls themselves did feel smooth so repeating it again and again was not really an issue for me, but longer levels would have been even more fun :-)