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Took about 20 seconds to show the Godot logo, and that logo stayed for about 10 seconds, Windows thought the program was crashing.

All I saw was a grey screen and the Windows taskbar after that, almost crashed and then the game snapped in.

When landing a jump as the ground slug it snaps to the ground rather than landing naturally, jerks the camera.

Firing the first two bullets stuttered the game for 5 seconds each. The first ragdoll also stuttered the game for 5 seconds.

The unique control scheme is neat with the shooting, I like it. Didn't notice a time I would ever drop a weapon.

I'd like to know how to unpossess a character earlier.

If I press LMB and RMB at the same time while possessing someone they get stuck in an aim pose but drop their gun, fixes itself when I pick up a gun again.

Game stuttered for 10 seconds when leaving the first area and going through the hall with the boxes.

The room with the boxes has a dead drop that just looks like a shadow on the floor, add some sort of border maybe.

Almost zero air control makes the jumps off the pistons annoying.

It seems that velocity isn't retained when jumping off one of the white moving platforms, I could never make it to the piston in the corner and gave up.

Nice little Messiah-like I guess, use a more serious engine in the future.

The stuttering was unbearable and never let up. You should try prototyping some smaller rooms to test and experiment with different possession mechanics and puzzles you can do, right now it's pretty bare-bones, it feels like I'm playing a third-person shooter where the designer didn't put much effort into polishing the third-person controls because that's not the point of the game, but 99% of the time you are possessing someone, and the slug is very very boring to play when they should potentially have more navigation options than the humans.