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Good stuff, playing through it was still fun, even with playing the two levels in previous DD. I have to admit, the mix of classic sprite graphics and the high-quality effects felt odd at first, but it grew on me eventually. What stood out with this style is that the environments were rather sparse and the level gemoetry a bit simplistic compared to the presentation. The difficulty for me was rather easy, the only time I got under 50 HP is on the hsip level when I didn't realize at first that enemies can shoot through the doors that can open one-way only.
For the weapons, they're overall nice - the two outliers are the shotgun, which feels really good to use: the sound, the screen shake, the rhyhtm of the animation is perfect - the only thing is that personally I wish the spread was tighter. On the opposite end for the other, I didn't care much for the flamethrower - it doesn't really have much feedback to it, and it doesn't even have specific death animations like Blood. Speaking of though, I love the new powerup, especially that it's triggered manually after being picked up instead of on-pickup.
Below are some bugs, issues and findings I've written down as I played through the demo:

- The tutorial is nice, though a bit handholdy for this genre, so perhaps keep it optional. I'm also not sure it needs the jumping part with the three columns, as the game is not really a platformer and precision jumping didn't came up that much during gameplay.
- The nightclub started after the tutorial level, but after completing it my only option was to go back to the main menu instead of continuing with the next level.
- Was generally missing a text somewhere on the screen that tells you what you picked up
- Would be nice if weapons and ammo carried over between levels.
- On the streets, you can jump out of bounds from the balcony of the building where you pick up the shotgun (jump from the railing to the top of the wall)
- There's a z-fighting at one of the buildings where you jump on the roof:

- The ladder movement doesn't follow the camera: looking down and pressing forward you still climb up.
- The vase in the dragon room in the sewers doesn't follow the camera, you can look behind it.
- The way the lighting disappears when you pick up the keys and you're left in darkness can be jarring when the area doesn't have other lights.
- The tram really needs sound! Also feels like not having an enemy specifically put at the start so it can be ran over is a missed opportunity.
- The lever that overlooks and operates the railway turntable is a bit too high up and doesn't have a good overlook over it - the main reason I know what it did and what to do was because I played the game before.
- The dogs keep barking when they die mid-playing the sound - probably should cut off or have a specific sound when they die.
- In the ship level engine room (with the big horizontal cylinders), if you fal between two cylinders the game makes you juggle like a pingpong ball: probably can be fixed by a small invisible horizontal platform.

(+1)

Thanks for playing, and thanks for all the feedback. Those are on the todo list now. High quality 3d models should hopefully get destructed into lower poly ones in time, as the game gets more polished, to try and make the visuals more cohesive. More decoration will be added as well. Streets currently has areas which are way too big and need to be scaled better. I'm planning to keep the concept of weapons not carrying over between levels. I like the sandbox of needing to find weapons and ammo before being completely ready to fight anything. Shotgun needs to be a bit more reliable. Flamethrower is still rubbish. I changed ladder movement from looking up goes up, looking down goes down to minecraft ladder movement, where pressing forward goes up and back goes down. Still not perfect, but I think ladders just don't fit that well in first person video games. Will try to avoid using them for needing to go down.