Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

You've pretty much nailed the physics of movement, and I was pleasantly surprised by that!  Obviously a lot in here is placeholder, but there's a few things that stand out as needing improvement:


1. Zakobon rush Trigger down way too hard.  It's practically impossible to escape them reliably once they're in range to charge straight at him.

2. Trigger's face is derpy.  Can't describe it better than that -- compared to his original face, it's noticeably off.

3. I really appreciate the ability to go into the room from the opening cutscene.  Great touch.  However, the rest of the ruin is practically unidentifiable in terms of visuals; I think this is mostly down to the color of things.  In the original game, the heavy use of browns was an indicator that you were exploring non-dungeon underground areas; the intro dungeon was heavily gray, which set it apart from the next areas you'd enter.

4. The scripting of the trap room seems broken; it's possible to get softlocked in that chamber (the bars never lift).

In more opinionated territory, I am...very torn on the decision to not use tank controls.  On the one hand, I understand it from a "modernizing" perspective.  On the other, the use of tank controls is part of what identifies this series, and not being able to mindlessly lock on and spam -- needing to carefully position in order to do damage while not getting hit -- was one of the first game's strengths when it came to the feeling of danger in exploration.  (Adding a reticle is just universally good, though.)  I don't think I can reasonably ask for only tank controls to be present, but having tank controls as a second control scheme would be wonderful.

(+1)

These are great notes thank you. If you check the latest video posted above here you can see we are focused right now and refining the look to be more cel-shaded and matching the visual style of the original. I do want to say that these environments have been lifted directly from the game's original concept art, which was a personal goal of mine. There will be more to say on that eventually but I understand the need to ensure visual style parity with the original.

I think getting some original Tank controls as an option would be a nice addition but at this time we will be refining/improving what we currently have as that was a goal for the project to modernize the 3D person action a bit. Definitely add this to our bucket list though for purists. 

Pretty much yes to everything else on here. We're working on a lot of that so definitely check back on this in a while and drop new feedback when we get a new build up. Hopefully some of these crits will be resolved. Thanks for checking it out and leaving some meaningful feedback!!!