It strongly reminds me of System Shock 2. It even shares the same janky climbing mechanic.
This game has top tier level design. Being able to approach most of the level from different angles is always welcome. Though, it could use more lighting aside from vent lamps to create the atmosphere.
Jumping is very floaty. Sometimes enemies die without dying animation (at least cyborg let me take his module, but looting others like that wasn't an option). Clicking save in settings menu breaks mouse sensitivity. Also, fuck that elevator button.
I enjoyed the game and I made it to the end of the demo, but there were also no strong feelings about it so far. For sure not as stressful as SS2.
I'm happy to see the improvements in the tutorial with the text appearing more visibly! I didn't get very far due to time constraints but it seems like you're on the right track still.
Well that was special. I enjoyed this more than I should I think.
Graphics are obviously bad, but I like them. They remind me of the time when I used to download plenty of freeware games about 15 years ago. Here are some things I think you should focus on.
Audio. Graphics do the job for now I think, but you should definitely put a lot of work into audio. Footstep sounds for you and enemies, random ambient noises, hit sounds,... Plenty to add.
I also think you should focus heavily on the exploration aspect. As much as possible. Openable fridges, cupboards, wardrobes or boxes. Put more items in hard to reach places, the usual things games like deus ex or system shock 2 does.
It seems you have some kind of stealth system in place. Would be nice to have some early game means of using it, like throwing items to distract enemies, setting up sound traps with clocks or fire crackers or maybe even some kind of motion scanner to see where moving enemies are.
As I said at the start, I really liked this and I hope you keep working on it.
Comments
It strongly reminds me of System Shock 2. It even shares the same janky climbing mechanic.
This game has top tier level design. Being able to approach most of the level from different angles is always welcome. Though, it could use more lighting aside from vent lamps to create the atmosphere.
Jumping is very floaty. Sometimes enemies die without dying animation (at least cyborg let me take his module, but looting others like that wasn't an option). Clicking save in settings menu breaks mouse sensitivity. Also, fuck that elevator button.
I enjoyed the game and I made it to the end of the demo, but there were also no strong feelings about it so far. For sure not as stressful as SS2.
Hey. I played your game as part of a Demo Day stream. If you didn't catch the stream live, here's a link to the video:
You can see my other demo day 46 streams as well on my channel.
I'm happy to see the improvements in the tutorial with the text appearing more visibly! I didn't get very far due to time constraints but it seems like you're on the right track still.
Well that was special. I enjoyed this more than I should I think.
Graphics are obviously bad, but I like them. They remind me of the time when I used to download plenty of freeware games about 15 years ago. Here are some things I think you should focus on.
As I said at the start, I really liked this and I hope you keep working on it.
This was fun. I love the aeshetic and vibe, oldschool.
Loading seemed to take longer than it should.