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Elevated Justice is a kick-ass name. It's a good name.
If you hold shift, you're forced to run forward. If you want to hold shift and walk backwards, you can't and that feels weird since I'm used to holding shift even if I'm not holding forward or at all. Just a personal thing that gave me a panic attack initially and should maybe be fiddled with.
I'm cool with not being able to fire properly if I jump, some part of me wishes the aim going up wasn't so violent and SOMEWHAT manageable for the first couple of bullets but whatevs.
Here are some subjective things. Some part of me wishes I could shatter the glass to boop into enemies to send them flying or jump out of the building and into an adjacent room. Some part of me wishes I could cancel out of a slide early for when I slide behind a wall and want to stand up so I can re-orient myself and aggress the enemy I just dodged behind a wall for, but committing to a slide and having to do it carefully is nice so it's personal taste really. slides I can't EASILY cancel out of readily is nice since I gotta be smart and commit so cool. also please, give me a little itty bit of air accelerate (or don't, it's not that big of a thing just personal preference)

I'm under the impression that the aiming FOV isn't tied to the weapon you have and it just deducts your current Camera's FOV. I adore high FOV and it's hard to aim at far away targets with high FOV so some part of me wishes for a separate "aiming FOV" slider in the menu.

Big ups to the cheeky little swordsman around the corner. THE SWORD MAN IS A DWEEEB who got his katana from WISH and should get in some jogging, I feel non-threatened by them. On the other hand, the shotgun enemy has NO chill and blew me away when I clipped a table at a weird angle. Just fucked my shit up holy fuck, no chill, cool but my man lathered me up and made me bald. Some part of me feels like the swords should be a one-hit kill or be able to spear someone on a charge but that's just me and it may not even work well in practice, I'm not sure. the sword feels depressing to use.

there is also this one guard at the end of a hallway, after shooting him I got killed by his friend to the right, lel, whoops. Some part of me wishes for tables and desks (the wooden boxes) to be placed at a diagonal to the enemies so I can move towards them without eating lead. most of my kills and fun have been from rushing at a diagonal to an enemy, strafing away from their bullets while also moving toward them. Consider using load-bearing pillars as nice excuses to break up rooms if you intend to make things more tighter and less open. I feel awkward in big wide open spaces since all I can think of doing is strafing around the enemy in a circle.

I found that binding my slide and crouch key to the same key works well, that may just be me, apart from bumping my head against desks in an attempt to hide. For some reason, my controls didn't save all four times! I have config.tres up and in my files and it could either be that I crashed or the keybinds aren't savable yet. DashNothing has a good tutorial for menu rebinding that leads into how to save them if that's the case... if not, then it's probably because I crashed on exiting each time.

Some part of me wishes that after I'm done sliding on a table, my aim is goes up somewhat slower so I can violently tug my mouse down to compensate for me ending the table slide and falling to the ground and getting off the last few bullets into something before it goes far too up

Some part of me feels like reloading being canceled by getting up from a slide is bad. If I'm out of ammo and whatever I tried to kill survived my embarrassing attempt at murder, it feels bad :<

The bullets in the clip having alternating colors is very cool.

When my weapon hits a wall, it makes me wish I was ambidextrous so out of comfort I've taken the first level's right path since the corners work with my right-handed demeanour

The weapons feel cool, I'm cool with them. They're accurate enough to where spraying and praying isn't an option :0
For some reason, whenever I use the sword, someone starts telling me that I'm an ACE and that this is an active hostage situation.

I'm getting deja vu from this game. feels like I played it in my dreams.
The silly thing crashed twice, once when I was kiting a train of enemies and once on trying to load a game. this may just be me though. It may be a once in a blue moon code thing or something weird. fiddle with occluders and whatnot if you have yet to

I wish I could be more aggressive but I seem to eat lead and there aren't any healing items out of the way. I itch when the rng Gods determine that I am worthy of not eating lead and I wonder if the enemy's random spread is more random over the up/down axis than left to right or if some other voodoo magic is employed. Maximum Action et Die Hard is the mix I'm getting. Until now, I assume the meta is to hug corners and use the bullet time to poke enemies carefully since I seem to get swiss cheesed if I play bright and bold in large rooms.

I have this feeling. The game sets me up as this ACE of sorts, a cool dude, but, without any breathing room from healing items or a healing gimmick of sorts that rewards you for doing bold bullet time stuff, and the enemy rng bullet spread being funky and clipping my fat ass now and then, I seem to be eased into playing as an equal to the terrorists which is cool. I feel like a John Mclain minding my time and being a sneaky corner hugger which is also equally valid for feels.

I personally like when the AI tracks you, and moves to your last known position when you actually just jumped behind something. They can't use your momentum from the point you were last seen to deduce that you probably aren't in that last position so you can flank them. That's cool.

I like the game plenty! Feels like it has a nice level of heart put into it and it's a nice thing. Cheers.

Holy hell, my man left me an essay. Thanks so much for playing! I'll say up-front that I really appreciate all of the comments you left me.

I totally understand some of the gripes you've left me with. I wanted to make sure that sprint would drive you forward, but with the level changes I want to tune it a little more to be more suitable to the level. It's not where I want to be. Same with the aiming while jumping. I have it on a list somewhere to turn it into a recoil multiplier along with an initial recoil kick, rather than the weird aim modification that it is right now. Thanks for pointing it out. It's a super valuable reminder. The glass is *definitely* going to be breaking soon. It's one of the points I really want to work on, and is gonna be a step into the more immersion level features I'd want for myself.

You're right. Aim is only a single FOV slider along with a modifier for when you are in slowmo. A hidden combo variable determines how much it will zoom in, but adding a separate aiming FOV sounds like a pretty interesting option. The test level wasn't this big before so it's starting to become a small problem.

I feel your satisfaction and frustration with the ninja guys. I made them work out a little more but they're still kind of pushovers, until they really get up close. After a lot of feedback, I made it so you could pick up the sword, but the full melee system isn't really working yet, so you only get a single swing. Kinda bad, but I'd agree, a couple of extra moves would be cool. Unfortunately, you're still a cop.

For the AI in general, honestly it's a recurring comment but I totally agree with you. They need a full rework because they're currently either complete pushovers or extremely brutal. Especially the shotgunners just instantly react and perforate you in seconds. Don't worry, things are going to be overhauled soon. I'm glad you like how they track you. They're meant to be smarter than that, but right now they don't do much else. Currently unfinished, unfortunately. But that will change soon.

I'll take a look at the keybinds issue, but I've noticed that some configs don't change or reset properly *sometimes* in the export builds. I'll play around with it. But thanks, you're one of the few that actually tried to rebind the keys, so I really appreciate it!

There are going to be some future changes regarding ammo pickups (it won't be infinite forever ;)), health and armour pickups, and even other special items like grenades. I hope you'll stay tuned for that! There's other things like trying to hone the feel for features like the slide and vault, because I'm also noticing it feels a little clunky (e.g. if you want to jump over a box instead of vault along it). I'll be tweaking those in time too.

Thanks again for putting the effort into this comment and feedback. Hope you'll stick around for next time. Cheers!

cheers, keep care