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-New pixel text on main menu doesn't fit the style of the surrounding art at all. Or if it isn't new, then I still feel that way. In game is fine I guess since it's more pixely.

-Opening menu in game, then clicking outside of window/alt tabbing, then clicking back in causes the mouse to disappear and the only way to close the menu is to press ESC again.

-3D Car behind player at tutorial start doesn't have pixely textures, sticks out like a sore thumb. Maybe it's just the texel density.

-I get what I assume are shader compilation stutters when picking up, and then again when shooting the pistol. and yet again when shooting the red targets in tutorial. Please try to precompile at launch or something, especially if your game is already a public demo on steam(idk).

-Beat tutorial, only other thing to say is that it runs terribly, way worse than the last time I played. I tested level 1 and it's silky smooth, so idk why that is, I mean it's the first thing a player may experience.

-Skipped to Ship since I haven't played it. Enemy shot me through the blue door, which felts kind of unintended, but maybe it is.

-Dragon snake things are neat, but their body  broke apart and partly seemed stuck to the ground until they moved a little in the air in which the body parts caught back up.

-Ship level design seems fine enough. Of the three though, it didn't have the same fun level design feel. Only part that was interesting was the dumbwaiter. Also, it has forced motion blur for some reason, unlike the other levels. Maybe that's why the tutorial ran so bad, default post fx.

Guess that's it, keep up the work.

Thanks for the feedback. All of those are now on the to do list. Ship is basically fucked, since I put in new doors and didn't add shooting or enemy visibility collision on them, so it ruins the whole map flow. Proper optimization is still in progress, with nightclub being the testing ground.