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I recorded some clips of playthroughs for the new opening level and the more complete Downtown. I'm liking where this is going. As always, it feels really good.

The level design is on point. I think for the most part they're straightforward. In the second level, I did end up missing the blue key and forgetting where it was again. But I like most touches. It feels pretty cohesive. I could see where I need to go, and objectives or environment changes are hinted at really clearly.
In my video you could see what I tried to do at times, like jumping on the tree canopies.

The breakables were really cool. I definitely wanted to try and smash up all that glass in Downtown, although I was vaguely disappointed that falling glass doesn't hurt you. The broken cacti seemed to be kind of active for a long time, and I could keep kicking them around. Quite nice.

I only found a single secret, and while it doesn't bother me, I wonder if it's something to do with how the secrets are laid out. I broke through the wall under the hotel in the second level. The rest, while I looked around, I wonder if there was much reason to look for them (e.g. underwater in Downtown - I suspect there's a lot there but I didn't want to bother swimming. Maybe pushing the player to try it out might help - even a little).

AI feels and looks pretty good. I felt like the voices for the paramilitary dudes was kind of weird, and funny. They look like professional types, but sound like street toughs. Still, I found the AI in general pretty easy to deal with, and noticed them acting a little stupid. Dumb choices at times, but it was a fun experience overall. The mechs in Downtown got stuck on roof overhangs twice.

Overall, a really good experience. Here are two clips of me playing through. Feel free to check and see from my perspective. Keep it up!

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I was vaguely disappointed that falling glass doesn’t hurt you

I know, I really wanted to add this but because they’re driven using Bullet itself rather than me tracing them through the level, there’s no straightforward way to detect particular hits. Otherwise I would’ve had this in ages ago. The cactuses do poke you if you run into them though! That one was much simpler to set up.

I only found a single secret, and while it doesn’t bother me, I wonder if it’s something to do with how the secrets are laid out.

That one with the broken wall is definitely the most obvious one, I don’t actually know if anyone has found any of the others at all. Many require you to crouch at the peak of a jump or blast-jump with the shotgun alt-fire to reach.

They look like professional types, but sound like street toughs.

lol, this is intentional for lore reasons. The bad guys are a rogue mercenary unit that took over the island without meeting any resistance. So while they are well equipped, they lack discipline and have their guard down expecting this to be a big milk run.

I need to come up with a way to actually present this in game somehow. After seeing the codec calls in your game I’m considering something similar.

Still, I found the AI in general pretty easy to deal with, and noticed them acting a little stupid. Dumb choices at times

It might not be the best idea but I’m going for a quantity over quality approach with the encounters so I don’t want individual enemies to be super competent when the plan is to build up to fighting 10-20 of them at the same time.

The mechs in Downtown got stuck on roof overhangs twice.

They’re still using the old AI, only the regular goons actually use the navmesh this time around. I should have everybody switched over in time for the next demo day though. The mechs actually get a second, dedicated navmesh for larger enemies just like how Quake had a separate BSP tree for the Shamblers