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It seems a lot more challenging than last time, in particular you seem really dependent on the slomo now and pretty much need to have it turned on every time you round a corner. I’m not sure if that’s a good way to do it, considering the main mechanic is building up slomo juice you reach a point where you’re just using it all the time. At that point I’m questioning why you wouldn’t just have the agility benefits of slomo as a default. I say this because I’m comparing to playing FEAR which I usually play on hard without using the slomo at all and the difference in your game seems much more prominent.

I swear you used to be able to powerslide because I remember having way more mobility the last time I played. Now if you don’t focus down on shooting someone if they’re in the same room you’re pretty much dead.

You can hear Fate’s VA stifling a laugh after she says “maintenance closet”, lol

I kept going back and looking for the starting gun, not realizing you pull it back out if you drop your current weapon. That’s probably on me.

You need to put in walls extending down and possibly up outside the level. Also, definitely need to make the outside glass breakable, just be careful of physics costs. It may make more sense to just do it with mostly particles.

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The man himself! Thank you so much for giving it a try again. 

In my dev testing, I absolutely agree with you that it's kinda leaning into reliance on slowmo. I think part of it is level design, since it's sparser and open rooms in some cases, and others it's tight corners. Most importantly, it basically feels like the previous AI challenge is double-downed. With the AI rework, I'm hoping to make things feel a little better. I'll keep your comments in mind though, because they perfectly sum up my own thoughts too! Thanks. Going off of your FEAR experience, I'll be doing some test runs without slowmo as well to see how it goes.

Oh right. I totally messed up the tutorial, because I forgot to say that you can powerslide with a dedicated key. It's Alt.

For Fate's VA, you can blaim Haid's SO lol. It's all placeholder stuff though, so I'm more than grateful that it's even there and not some ElevenLabs slop. 

The new test level is way closer to the kind of overall look that I want, but I'm both dissatisfied with some of the unfinished components. In particular, the floors above and below you need to be present as well. I agree, the floating floor without anything around you when you look out just plain looks odd. But the level's basically going to be reworked because the current GridMap approach is not scalable anyway. So I hope I'll have more than primitives to work with soon.

Oh, the glass being able to break and then something like a blowing wind sound playing, as well as falling to your death is definitely on the "priority fluff" list. I think that'll be in my next DD (59?) submission.

Thanks again. Knowing your thoughts and opinions, I rate this super high and I really appreciate it.

By the way, I swear I'm gonna play your game tonight too, but trying to manage a family at the same time is pushing my limits. So I'll give my thoughts soon!