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(+2)

Hey! Played your game more throughly now, I think my best was 33 kills and level 5.

As i said in my other feedback, i think this game is really strong on many axes. 

Here's some extra feedback, focusing on what i think could be improved. i already told you how impressed i am with the quality of what you made here:

the biggest room for improvement is i think in level and challenge design. 

if i figured correctly, the levels are somewhat randomly generated/selected? the really difficult big house with many assault rifle guys i got once at level 2 and once at level 5. having some pillars or other blocking objects to take cover behind to give some tactical options would have been nice.

it was pretty frustrating that the humans could see further than i could. when i ran into the woods to heal up on mushrooms, i would get shot at even quite far away from the house.

i haven't figured out yet if it's possible to "win" the game or if it's endless. if it's endless, a highscore list would be nice. also, a gradual ramping up of the difficulty from level to level.

i guess it would have been too much to ask for the short time, but what i would have really liked would be a system were humans aren't always on guard and already know where i am. so that i could scout them out with my superior vision, then pounce on one, retreat, and repeat, taking them down one by one.

i see potential for improvement in the camera / vision system. a) if the camera could shift in the direction i'm looking, i could plan my approach better and feel like a cunning predator. b) i expected to see better in the dark than the humans, but that's not what it felt like :D 

rip attack: still not sure if i ever figured out how to do it right. if the tutorial hadn't been broken, i would have practiced that more. some feedback audio-visual if i actually got the healing effect from it would have been nice, since with the hectic and darkness and precision required, i lost track of the health bar.

the health bar frame has the same color as the grass during the day, so in one of my first playthroughs i didn't eat enough mushrooms because it looked like my bar was already full.

volume: menu sound was too quiet, and i would have loved a lightning sound to make the the scene even more perfect. (really great menu screen)

being able to set sound during game would have been nice.

bugs & technical issues:

- pressing tutorial leads to black screen in win download version 

- viewcones with occasional muzzle flashes linger around the level even during daytime.

- could not spawn traps in the tutorial

- when there were many guards, the performance started to sputter

details i liked:

despite not attack animation, the destroying of things felt quite visceral. also interesting that doors and generator have a longer attack time than windows and people. 

i liked the design of the trees and the visual design in general. 

the design of the main character was also really good, especially the way it moved its arms.

again, really amazing game. having finished my first game jam, i aspire to get on your level in terms of how much you've achieved in the given time frame.

(+1)

Hey thanks for all the feedback, a lot of things you mentioned were planned. Originally it was supposed to be more of a stealth game with more resource management. I'm aware of some of the bugs you described too. just didnt have enough time to fix/add everything. I worked until the very last minute, with the game not being playable 2 hours before the submission period.

The houses for example were all made in like 30 minutes an hour before submission time, as such they arent the best. As for Enemy AI its pretty hard to code anything complex in such little time.

I'm really glad you liked the game enough to play it a bunch, thanks for all the feedback <3