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(+1)

The game is really difficult in my opinion, but it's the kind of difficulty that does not rise from concious game/level desing itself; it's the one that comes from unbalance. I always have trouble balancing my games too, since I can never find someone to playtest them decently, so I know very well that it's a difficult thing to achieve. 

There are way too many enemies and the weapons are not effective enough to stop them. They also feel really repetitive, given the lack of shooting feedback and the fact that they just shoot perfectly straight, without random imprecisions. Making a first person shooter the "right" way is quite a difficult task for such a short amount of time, so it's totally comprehensible that there are things that are not polished enough.

I didn't really enjoy the very long and extremely in-depth tutorial either. Explaining the setting and the controls would have been enough (the part in which you explain that you have to parkour your way around the fences was also quite needed).

I'm sure you'll manage to build upon this and improve it with time, good job!  

(+1)

Thank you for taking the time to play our game and give such an in depth review. We agree the game is a bit difficult, but you're right that we didn't have a great way of testing it. We tested it with a few friends, but most of them are very into the FPS genre, so they probably weren't the best choices.

Our goal way to make the enemies feel swarmy at the start and very strong at the end and I think the levels were built in a way that reflects that. I think the problem comes from the inability to do more damage by hitting headshots, which was a thing we planned but didn't have the time to implement. It's very true that the solid FPS feeling is quite ambitious.

As with the tutorial, we needed a way of displaying a story to the player, but we didn't really know how and just settled on doing it in the tutorial. If we had more time we would've made a separate category for the handbook, which would contain a tutorial page with just the basics, an enemies page, a weapon page and a lore page.

I agree with you, headshots would have been really nice to have, but at the same time given that aiming precisely is very easy and that enemy are generally really slow, they wouldn't have been a challenge that should be compensated with a reward as they normally should be.

In my opinion you can totally drop the explanation about the weapons and the enemies. The former are more than known even without explaining them, while the former should be "explaining themselves" while playing.