It didn't crash on launch and it responded to WASD and mouse inputs. That's probably the only good thing I can say.
Extremely basic. The "explanation" for what your demo is supposed to be reads like Francis E Dec writings, but without fun. Also it didn't make sense compared to the actual game.
"Words words words" on the ui - just why? What is that a placeholder for? For Godot Labels? They don't even change. Numbers around the crosshair barely make any sense, and "dying" is pointless since it just increases "death counter". I guess that's another thing that works, but it doesn't translate well into "game". What's the point of death if it doesn't do anything? At least respawn the player at the beginning of the level or something. Doing "if (hp <= 0) { hp = 100; deathCounter += 1; }" makes it feel like those things don't matter.
And the guns sound extremely boring. They don't feel good to shoot. But I did manage to make "enemies" disappear, so... it also works, I suppose.
I'm sorry man, but this feels like either a shitpost or VERY EARLY in development, like "a couple of evenings" early.
I think you should focus on implementing core mechanics like "shooting" and "dying" before you try and mess with the AI or whatever you're trying to do.
Starting the game booted up a frameless window that was going off of my screen, but evidently could not be dragged in. After going to the settings i could fix it, but after playing the nightclub then going back to the menu this happened.
The game functions, I suppose. I wish I didn’t have TEXT TEXT TEXT all over the screen.
i killed all the guys in the levels and i liked the mc
i think the numbers were ammo and stamina and health
but beyond that i dont think i understnyand the videogame or what a threat queue is, but if a game is confusing that means you're doing something right so it was pretty good i think
Comments
It didn't crash on launch and it responded to WASD and mouse inputs. That's probably the only good thing I can say.
Extremely basic. The "explanation" for what your demo is supposed to be reads like Francis E Dec writings, but without fun. Also it didn't make sense compared to the actual game.
"Words words words" on the ui - just why? What is that a placeholder for? For Godot Labels? They don't even change. Numbers around the crosshair barely make any sense, and "dying" is pointless since it just increases "death counter". I guess that's another thing that works, but it doesn't translate well into "game". What's the point of death if it doesn't do anything? At least respawn the player at the beginning of the level or something. Doing "if (hp <= 0) { hp = 100; deathCounter += 1; }" makes it feel like those things don't matter.
And the guns sound extremely boring. They don't feel good to shoot. But I did manage to make "enemies" disappear, so... it also works, I suppose.
I'm sorry man, but this feels like either a shitpost or VERY EARLY in development, like "a couple of evenings" early.
I think you should focus on implementing core mechanics like "shooting" and "dying" before you try and mess with the AI or whatever you're trying to do.
Starting the game booted up a frameless window that was going off of my screen, but evidently could not be dragged in. After going to the settings i could fix it, but after playing the nightclub then going back to the menu this happened.
The game functions, I suppose. I wish I didn’t have TEXT TEXT TEXT all over the screen.
i killed all the guys in the levels and i liked the mc
i think the numbers were ammo and stamina and health
but beyond that i dont think i understnyand the videogame or what a threat queue is, but if a game is confusing that means you're doing something right so it was pretty good i think