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The game overall reminds me a lot of Oni for some reason. Like Oni if it were made into an FPS. That's a *very* good feeling to be giving me.

I found the first enemy type to be kind of odd, though. I assume they're going to be changed, but the amount of time they spend in their 'huh?' phase seems too long to me.

The game overall reminds me a lot of Oni for some reason. Like Oni if it were made into an FPS. That’s a very good feeling to be giving me.

I’ve been meaning to try Oni, I still haven’t played it. The visual style is definitely similar to what I’m going for so I’m happy to hear it’s working.

I found the first enemy type to be kind of odd, though. I assume they’re going to be changed, but the amount of time they spend in their ‘huh?’ phase seems too long to me.

Some of them have an “ambush” flag set and they respond much faster because they skip this cautious phase. At the moment the phase goes for a fixed time which does look silly up close. I’m thinking of making it based on a detection meter like the standard ubisoft game style (the meter won’t actually be shown to the player) so that the spotting time is dependent on how far away you are.

That may just be over-complicating it though, reducing the caution time to half a second might work better.

I mean how much stealth do you plan on having in the finished game? Or rather, how viable of a playstyle is it meant to be? If it's not going to be something consistently useful then it seems odd to have it in at all.

Initially I didn’t plan on having any, but in my own playtesting I always catch myself sneaking up to do melee kills and I’ve had other agdgers say they do the same. It is intended to be viable, but there will be ambushes and encounters where the enemies spot you immediately, particularly at close range. Which does mean it will be situational rather than consistently useful. You’ve raised a good point, I’ll have to ruminate on this for a while.