I was really excited to play this one after seeing the footage of it in development on discord. And while I really liked the final product it does have some flaws I feel I should point out. And it should be noted I only mention these because they're the same flaws my games have had (or have tbh), and I've submitted now 4 FPS games to SBIG. I don't expect all of these to have been addressed, but just suggestions for future FPS games if you do any.
- The players main weapon is projectile based and has bullet spread, but the enemy projectiles for the most part have zero spread. This is especially noticeable with the flying enemies and turrets, but it's annoying because it feels like even if leading your shots it's hard to get a hit on enemies at a medium distance. And with the turrets there's a hard limit on how close you can get to them since they're on the ceiling. I've come to vastly prefer the Halo method of the player having hitscan weapons that may or may not have bullet spread, and enemies have slower moving projectile weapons that the player can dodge if they're moving. And it felt to me like I was dodging 1 out of 10 shots even at full speed.
- Enemy explosive projectiles are very hard to see, in fact I rarely ever see them before I hear/feel the explosion.
- The rocket launcher having bullet drop, but also splash damage is a bit much. It felt like the rocket launcher did more damage to me at times than enemies. I suspect this is the reason why the launcher doesn't do more damage to enemies. Or at least, splash damage affecting the player is why the rocket launcher in my game doesn't do more damage lol.
- The reloading of the weapons, specifically the SMG are a bit too slow. And also something I discovered is the shooting flows much better if you have the weapons automatically reload if the player tries to fire while the gun is empty.
- There should probably be more health pickups in the combat areas, I had to finish the game on baby mode because I died so quickly. This is something I discovered to be an issue in my game as well.
- The damage feedback on enemies could be improved, while I can tell if I'm hitting them with the machine gun from the impact noises, it's hard to tell how damaged they are. Maybe some smoke coming off them at half health could do the trick. This wouldn't be an issue if they went down in a few shots, but their high health combined with poor accuracy of the weapons, at times I found myself dumping two clips into some enemies.
- Turning is really awkward and slow, a great addition (to the frankly already pretty extensive movement logic) would be a power brake of some sort. Like holding spacebar brings the palyer to a screeching halt and allows for faster turns or something like that.
- The unalive command specifically (though frankly all the controls) should be placed in-game somehow, even if just in the pause menu. Because I didn't know I could get past the Roller enemy that blocked me into a shipping container.
But back to the positives because there's also a lot to like!
The enemy variety is pretty nice, you have stationary turrets, flying enemies, tanks with multiple weapon types, and an even tankier roller enemy that just barrels towards the player. You have two distinct weapon types, in-game lore, and in one case even a non-violent solution to an enemy (which I discovered before even seeing the enemy)! Also that ending cutscene had some really nice "So Bad It's Good" energy!
I also liked all the little details like the newspaper in the beginning, the actually rolling wheels on the wheelchair, the in-world radios playing music, all of that was awesome!
There's some great stuff here, just a bit warped by awkward controls and difficulty.
Great work overall though!