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I enjoyed it! Played it all the way through. I felt bad for Gina. 

I found the drones with bodies to be really hard to deal with until I just used my pistol for headshots. Even then I was taking a lot of damage with each kill. The shotgun and automatic rifle didn't seem to be better than the pistol, though I used them a bit. It was too hard to be accurate with the rifle and the shotgun didn't feel like it was doing more damage. I definitely appreciated how you left several weapons to pick up in case the first was missed. The drone in the box scared the hell out of me, ha.

I had a lot of control issues at the start:

I tried with a controller first (xbone on windows 10, firefox) but L2 and R2 weren't registering.

I instead selected KB+M controls in the menu, but it set it to keyboard only and the mouse did nothing.

Finally, I reloaded and stopped screwing with it, but if I pressed esc to access the aim settings, it would uncapture the mouse and I could no longer aim. I figured out ` recaptured the cursor and I was able to continue. I noticed later it works ok if I click "Resume" instead of pressing esc to exit settings, but I didn't realize that right away.

Also, using the computer, I could not use the computer cursor until I manually uncaptured my own cursor by pressing esc. Even then, I shot my gun every time I clicked on something in the PC.

I'm excited to see what you can do with this game in the future. It would be cool from a narrative standpoint if you were able to use a little more content/length to give the player a stronger reason to care about  Gina, but I think you did a good job with how short it is presently.

Thank you very much for testing, and thank you for finding the control issues. I actually learned something while investigating: apparently L2 and R2 are not considered buttons but axes, which makes "press" checks not work on browsers, so I'll have to completely rewrite the input on the browser version. I just don't do enough testing on the browser version in general, so apologies for making you suffer through all that.

Thank you for the feedback on the combat design. I will definitely be considering it as I tune the balancing further. Despite constantly telling myself to err on the side of too easy over too hard, I seem to still be making it too hard.

Gina's campaign was designed to be a short shareware demo to try to sell the full game, so it's uncertain if it's going to be possible to make it too much longer within my time budget constraints, as the main campaign's length would probably need a quadratic growth relative to the demo to make the full version worth it for customers, but I will be seeing what I can do. I have found many "impossible" problems to turn out to be quite possible during this development, so we'll see how things go.

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No problem! Given all the health and shield pickups around, it's not that it's too hard, but it would be nice if I didn't need to rely on them so much.

I totally understand about Gina's campaign just being a preview/demo, in that context I think it's fine as it is.