Main menu is odd. I'm guessing it's eventually going to have the girl's wireframe model rotating around? Love the art-style, real Deus Ex vibes. It's way too dark, though. It either needs a flashlight or to brighten up the level. The melee weapon is not satisfying and should be replaced with something else (with an alt fire). When getting extra ammo it should tell you that, as otherwise it sounds like you're picking up a new weapon. The boss fight at the end was lame, did tons of damage that's hard to avoid, and can only be beaten by cheesing. I quit the next level once I found a keycard lock and got PTSD. All the darkness hurts my eyes.
Overall excellent presentation and game feel, but I would personally enjoy it more if it was more of an Immersive Sim / Deus Ex-like. It almost feels like a stealth game.
Main menu is odd. I’m guessing it’s eventually going to have the girl’s wireframe model rotating around?
Something like that, honestly I haven’t had a good idea for where I want to go with it. I always think of a panning environmental shot of the city level like in Vanquish or something. It hasn’t been a priority so far.
It’s way too dark, though. It either needs a flashlight or to brighten up the level
Many people have complained about this, my monitor is an LCD/TN so it has very weak blacks which skews my perception of how dark it really is. Case in point, I already went around the new first level and added a bunch of extra ambient lights which clearly haven’t helped. I’ve also got PTSD from the old SoFII MP days when every sweat-maxxer would turn their gamma all the way up so the only way for black to show on screen was if it was #000 to begin with.
What I’m thinking is: 1 - flashlight (that gives away your position), 2 - consumable thermal-/night-/smart- goggle powerup (which doesn’t), 3 - and a plain-old gamma slider in the video settings.
The melee weapon is not satisfying and should be replaced with something else (with an alt fire)
Not replacing it, I’m committed. I do have some ideas for powerups for it when I add inventory consumables in a future DD (not DD57, maybe DD58 or later). I also want to have a drop-kill if you land on someone with it out.
The boss fight at the end was lame, did tons of damage that’s hard to avoid, and can only be beaten by cheesing.
My big task for DD57 is an AI rework because the Mech currently uses the same functions as the other enemies. I intend for the plasma to be dodge-able so I might slow it down even further. If by cheesing you mean getting in close and circle-strafing, that’s a feature, not a bug; the animations just look messed up due to the shared movement code giving it jerky turning when it finishes a burst, it’ll use torso twist in the future instead.
Overall excellent presentation and game feel, but I would personally enjoy it more if it was more of an Immersive Sim / Deus Ex-like. It almost feels like a stealth game.
I find myself sneaking around a lot as well and I’m going to lean into this in the upcoming AI rework. Namely I’m going to make spotting more of a buildup based on distance and lighting.
Comments
Main menu is odd. I'm guessing it's eventually going to have the girl's wireframe model rotating around? Love the art-style, real Deus Ex vibes. It's way too dark, though. It either needs a flashlight or to brighten up the level. The melee weapon is not satisfying and should be replaced with something else (with an alt fire). When getting extra ammo it should tell you that, as otherwise it sounds like you're picking up a new weapon. The boss fight at the end was lame, did tons of damage that's hard to avoid, and can only be beaten by cheesing. I quit the next level once I found a keycard lock and got PTSD. All the darkness hurts my eyes.
Overall excellent presentation and game feel, but I would personally enjoy it more if it was more of an Immersive Sim / Deus Ex-like. It almost feels like a stealth game.
Something like that, honestly I haven’t had a good idea for where I want to go with it. I always think of a panning environmental shot of the city level like in Vanquish or something. It hasn’t been a priority so far.
Many people have complained about this, my monitor is an LCD/TN so it has very weak blacks which skews my perception of how dark it really is. Case in point, I already went around the new first level and added a bunch of extra ambient lights which clearly haven’t helped. I’ve also got PTSD from the old SoFII MP days when every sweat-maxxer would turn their gamma all the way up so the only way for black to show on screen was if it was #000 to begin with.
What I’m thinking is: 1 - flashlight (that gives away your position), 2 - consumable thermal-/night-/smart- goggle powerup (which doesn’t), 3 - and a plain-old gamma slider in the video settings.
Not replacing it, I’m committed. I do have some ideas for powerups for it when I add inventory consumables in a future DD (not DD57, maybe DD58 or later). I also want to have a drop-kill if you land on someone with it out.
My big task for DD57 is an AI rework because the Mech currently uses the same functions as the other enemies. I intend for the plasma to be dodge-able so I might slow it down even further. If by cheesing you mean getting in close and circle-strafing, that’s a feature, not a bug; the animations just look messed up due to the shared movement code giving it jerky turning when it finishes a burst, it’ll use torso twist in the future instead.
I find myself sneaking around a lot as well and I’m going to lean into this in the upcoming AI rework. Namely I’m going to make spotting more of a buildup based on distance and lighting.
Glad you liked it, thanks for your feedback!