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(1 edit) (+1)

So here are my thoughts on it :

- Gets more fun the more you understand it, i.e. once you understand how to control the crowd, how to dodge the flying little shits so they kill themselves into walls, getting back ammo between rounds, focusing the big boys, etc.

- Cool enemy aesthetic

- Guns feel ok, at first I thought the silenced pistol was weak (why do I even have a silenced pistol fighting eldritch alien monsters ?), before realising you could take off the silencer for big crowds and it was more precise/powerful with it (which seems counter intuitive to me, the sound also has more OOMPH without the silencer).
The shotgun recoil is weird too, but the rest of them felt good (really love the spread on the rocket/missile launcher).

- Gun key mapping is annoying, I get that there'll probably be other weapons in the yet unassigned bindings but it's confusing.

- Map design is the weakest part here imo, the arena is just a box with a center part you only go when you're out of ammo, so you're just always circle strafing without any objective.
You've got flying enemies, it would be interesting to vary between enclosed areas that can protect you from them but make melee enemies faster due to their layout (flat ground, no obstacles) and ones that are open but with obstacles you can climb around.
In that regards I think it should be much better with actual levels instead of arenas

- Enemies don't distinguish so much between the background, more so for the big tentacle monster once it's bloody. It's fine at the highest display luminosity but I feel like it could be a little better - Second jump feels too weak ?

- All around jumping is a little off with the platforms in the middle, I'm guessing due to the velocity of the player, you're propelled back up a tiny bit and you're not able to jump again, despite having landed.
One thing that helps to avoid that is having a tiny buffer that allows you to jump something like 0.2 seconds after leaving a platform

- Ammo balance seems off, why does the dual pistol less much ammo than nailgun while being seemingly worse ? (more spread, as much damage ?)

- Not sure about the time slowing mechanic right now, it doesn't feel too useful in the state the game is in, though I could see it useful in linear levels

So yeah good work overall, I feel like it could be much better with a few tweaks but it's still fun to play around.

(+1)

Thanks for the extensive feedback! Silencers are definitely a bit of an afterthought as I was just playing around with alt fire ideas and somehow got stuck with them in order to visually communicate to the player the switching from accurate-slow firerate to fast-fire but inaccurate. It's on the list of things to change though. Completely agree about the map design, it's largely just due to wanting to meet the deadline that I slapped on some tiling textures and called it a day. I do want make more story-driven maps (even for survival mode) in the future (but don't want to prioritise those right now). Movement is definitely also in need of some fine tuning. Glad you enjoyed it though!