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(+1)

So, in a way I feel mad respect for this, I feel it for games that are system heavy and try to be like other imsim games, been there myself trying for a while.

But at the same time, this just seems a wrong foundation to make a game on, lemme explain.

First of all, the game starts in third person when clearly is meant to be played in first person, the third person doesn't add anything of value to it so you are better off focusing on one of the two and polishing that one good instead of having two bad ones.

Second, I see you falling in a lot of mistakes that I also fell into at the start of my game (which barely qualifies as a prototype and fails at basic stuff), I see you trying to make a simulation out of everything: aiming has delay and feels physics based, you see through a weird canon thing in the scope, enemies probably have detailed behaviours that most people will fail to see and I don't think that's the good thing about imsims. You probably play it and feel proud of what you've done, which is nice, but for other people to play it you have to find the sweetspot between simulation and game so it retains whats interesting about the sim part of it while being comfortable to play.

Also you seem to be, you know, amateur at this, game is janky, things are not well told to the played, you are probably not an ace at coding and are learning stuff as you go, which can be fine if that's your purpose but if you really want to make a good game for people to enjoy I think you should consider if you are using the right tools. I don't care about enginewars, use source for all I care, but from experience I'll tell you that UE4 is way easier for dumbfucks like you and me, specially if the game is heavily systems driven, it's really easy to make a blueprint talk to another, there are great AI tuts out there and adding juice without making it obnoxious is really easy too and you don't need a CS degree.

My advice is, play more games, see what they get right that you don't, and get good at devving, you'll eventually make good game I think.

(+1)

Thanks for playing and for the detailed post, my dude. Lemme address a few things and clear a few misconceptions.

>First of all, the game starts in third person when clearly is meant to be played in first person 

Yeah, that was a mistake. We decided to have the player have FPS view as standard with an option to use third person if they wish. Don't worry, writing that camera code took me a a few hours or so back when this was a Ludum Dare project with a very different concept so I'm aware of its shortcomings. And I know people use the TP camera for jumping and sneakan so it will stay.

>I see you trying to make a simulation out of everything 

eeeh, just like other imsims, this is often smoke and mirrors. Glad that it gives that impression, even if it's a negative one. Maybe one day it will be stim/response but no.

>aiming has delay and feels physics based, 

The delay isn't intentional when scoped in. Thanks for pointing that out. Overall, the aiming/scoping in needs to be redone in my opinion, as is recoil, because it's too simple now, again done back for LD and never really updated. And I'm glad that 'bullet' particle hides the simple raycast and gives the illusion of us using actual physics.

>enemies probably have detailed behaviours that most people will fail to see 

The AI is dumb as a rock, in fact. I'm not proud of it at all and will re-write, especially given the critisicm about their reaction time, lack of 'alerted' state etc.

>Also you seem to be, you know, amateur at this

That's absolutely true, I am a poster on the amateur game development general after all. It's a hobby. This started as a LD project and was perfected later over the course of 2 months in our spare time. So jank is you know, time constraints. If anything, give us specific things you find the jankiest and we can focus more on polishing them.

>if you really want to make a good game for people to enjoy 

Very good point, this is why we're taking constructive criticism regarding things like camera behaviour, character movement, inventory, dialog and the tutorial very seriously, from people who were masochistic enough to enjoy the game. We do intend to sell it at some point, but we're aware that it's a niche and that we need polish (pun intended).

> I don't care about enginewars, use source for all I care, but from experience I'll tell you that UE4 is way easier for dumbfucks like you and me 

 My CS graduate friends really strongly discouraged me from using blueprints and recommended learning C++. Just like buying assets, I won't sink to certain lows and will I refuse to use blueprints. I'm stuck with my yandev-tier spaghetti code in Unity's C#.

>My advice is, play more games, 

Sorry, no time. All our spare time is spent on getting good at devving. All we've got are nostalgia goggles for old titles.

Again, thank you for the lengthy post, I know it's coming from a place of concern and I greatly appreciate it, but don't worry. We're all gonna make it.