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(3 edits)

Hello, i have just tried your demo! excellent work! i think the game is amazingly fun but i do have some minor things i think would help make it a bit better in my opinion. first, i would recommend maybe adding the ability to look/shoot upwards (and perhaps the ability to crouch or a morph ball equivalent but this part is the metroid lover in me talking) as it would help with minor sections such as the part where there is two plant things going up and down or when there are enemies rounding corners and i do think it would help bring a bit more personality to the soldier and some people like messing around/fidgeting and that is a way to do that. second, one the way to the boss room there are these platforms that move around, i would perhaps find a way to make them easier to land on or recover because it would be helpful. not really asking to make it dumbed down, just a case of i had minor issues but it could be a me thing. (although i do feel like the enemy should be moved from the wall to the top platform, the moving platform commonly has one being shoved into it.) third (and this is a really minor nitpick i just think its odd but neat at the same time) when going up from "the blurp" ship to loading dock there are stairs but the loading zone is below it so that you can't reach the second stair when going up or down (kind also applies to the first area of the ship but only from the bottom, however, again, just thought it was funny and i would mention it, no pressure about it). last suggestion is that i would recommend giving the boss's shoulder tackle a bit of windup due to the speed at which he comes dashing at you due to being a first boss. Sorry about the long winded suggestions, i REALLY like what you have done so far and i do plan on backing your project i just had some minor recommendations if you are willing to look at them. if you have a reason to not add these or just don't feel like it, thats all good. again, great job and thank you for reading this if you do.

Thanks for your comments, and I’m glad you enjoyed the demo!

The full game is going to have a few more movement options, though I’m still experimenting with how much to do as far as aiming - being able to aim changes how you deal with enemy encounters, so I’m seeing what works there on both sides of that.

And yes, I know what you mean about it not being clear where the scene transitions are as in Docking. This happens on some vertical rooms due to some early decisions I made in structuring the demo, but it shouldn’t be a problem in the full game.