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(+1)

Damn, this game is too good, i replayed this demo if not hundreds then dozens of times, and am kinda ashamed of sinking so much time in it. Every time i restart the demo i'm afraid that i'll get sick of it, but at the same time i'm also afraid that i never will.
So here's a couple of things i feel about the game (not particularly criticism or suggestions, just whatever i feel):
- the glock feels pretty bad because you can't spam shots
- i heard you want to make a cruelty squad mission type game and i'm kinda not feeling it, i think that the game could really benefit from having half-life type campaign, but really it just come down to your preference so make it the way you want
- i think the rabbit voicelines are really cool, he doesn't sound cold-blooded or collected like the guy from saw, but i think it fits him very well
- in one of your videos you said that you want the enemies to be dumb, but i think that the ai can be really fun to fight against if it was smarter
- i really like how the enemies behave, how they sometimes stand up after being shot and all that, so it would be really nice to have more of that

Ok that's kinda it, sorry for riding your dick so much in the beginning, i promise i'm not that uncool most of the time. My best time is 36 seconds with killing all enemies btw

(+2)

hey thank you for the detailed feedback! a lot of what you're suggesting is stuff i've thought about as well:

the glock has been made to shoot faster in the build that i'm working on, but sadly it won't be public since i'm kinda in the mud of AI rework and a bunch of other stuff etc. though soon there'll be some sort of preview build on my patreon with new stuff.


the smaller and more intricate levels like the combat warehouse are actually going to be little side things you can do while having access to the bigger and more open levels to make extra cash. should be fun, and in theme with the game's story, so don't worry there will be plenty of ways to engage with the combat.


as it stands rn, the AI is pretty bad, i want it to be simple and consistent with some randomness tossed into the mix and potentially group behaviours. in my head, the game isn't really a tactical shooter, it's a medium to throw around a bunch of ragdolls, so however i can, i'm going to try to make the AI be more dynamic and goofy to encourage chaotic violence. 


also, i too find myself popping open the game to just run around and blow guys heads off. i'm still not sick of it somehow, though i do need to add a bunch more weapons :) 


again thank you for the feedback!

(+1)

Thank you far answering! I really like where you're going with randomized stuff and personally the most fun i had with the demo was the times when shit went the unintended route. And one of the biggest factors contributing to this (besides using loud guns) was me accidentally shooting the lights off. Idk if you thought about it or not, but i think it might be really cool game design thingy if you intentionally sprinkled some stuff that the player can accidentally do, changing the flow or the route the player has to take, in a significant or not really way. For example in the demo when you shoot the sniper that stands on the container, you can accidentally shoot the lights off, even though it's not a big deal, that kind of stuff can make every playthrough more chaotic and personalized