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A jam submission

Silicon Scars (Alpha)View game page

Running, Gunning, and Reading.
Submitted by KaadNet — 2 days, 22 hours before the deadline
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Silicon Scars (Alpha)'s itch.io page

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Comments

Submitted

you forgot to disable the print outputs when a sound effect plays.
i appreciate that the pistol is less OP than it used to be thanks to the lengthy cooldown, but it still honestly can solo the game by itself
this game still needs a level select screen for playtesters

Developer(+1)

There is, in fact, a level selector in the debug/cheat menu in the top left corner of the pause screen.

Submitted

damn i'm fucking blind

Developer(+1)

It's cool, I did specifically put it up there so it wouldn't be distracting for the average player.

Glad to see a Marathon-like being made. Some feedback:

  • I played through the alpha on Normal and didn’t die even once. I think it should be renamed into Easy (and Easy - into Very Easy).
  • “Pistol” is too OP, it really should have damage or accuracy reduction over distance.
  • About spear dudes whose projectiles chase you infinitely - interesting design, but they are utilised poorly. Most of the time their placements exacerbate the “door problem” - you open the door but don’t enter the room, they shoot at you and you can simply hide, and there is no way they’ll can hurt you because they can’t even move. They work best when they are initially hidden in some way: Kill Your Printer level has some good examples. Start of Sasquatch level was great too.
  • Same goes for grenade launcher dudes honestly - they are too easy to notice and kill with a single headshot.
  • Green aliens with automatic weapons have really bad aim.
  • Game would benefit greatly from adding some enemy with straightforward projectiles (or more creative usage of the current ones at least).
  • IMO most levels should have some objective to complete (with briefings at the start and so on) instead of simply having to find the exit. It is one of the defining features of Marathon trilogy after all.
  • Story is decent so far, but the fact that the logs are written from some omniscient point of view is very weird. Hopefully there is some explanation for that later in the full game.
Developer

The energy balls that the Staff enemies throw at you don't actually chase you infinitely - IIRC the default lifetime is something like 20 seconds, but I can see how it feels functionally infinite.

The idea behind the pistol is that it's supposed to be powerful as fuck - but logistically inconvenient to use - making the rifle and shotgun more desirable relatively. Unfortunately it seems to be something of a recurring issue with the pistol. I'm thinking of dramatically increasing the amount of charge it takes to fire a shot to balance it out a bit.