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(+2)

Not much to say since it's still an early prototype looks like. There is, however, some things I personally feel could be improved. These are mainly related to the third person over the shoulder perspective, since I find it doesn't help in regards to aiming accurately all that much:

  • Bring the player (gun) closer to the center of the camera when aiming
  • Speed up movement animation transitions even more, for turning.
  • Climbing on objects feels super slow. Will there be vaulting in the future if you sprint?
  • It felt like I died almost inmediately once enemies started shooting, but I guess that might be the intent since the tagline is "tactical espionage".
  • I like the vent camera system where you allow it to clip through freely. However, I feel the rest of the map outside the particular vent you're in should be obscured somehow, aside from maybe a cone of vision at the vents' exit. As it is now, it feels a bit too cheaty.
  • When the camera zooms out suddenly (such as when you have a wall close behind you, but you strafe and move past a corner where then the camera can pull all the way back), you should consider smoothing it slightly. Obviously when it zooms in you want it to snap to place right away, because otherwise if you smooth it there the camera might clip into geometry, but I feel as though it should be ok to smooth it on zoom out.
  • Please allow hold to crouch instead of just toggle.
  • I like cactus vision.
  • Checkpoint menu (leave/level up) requires 2 clicks per button?
  • No way to exit level up but to press ESC.
  • Floating UI is clean and efficient.
  • When you open the ESC menu, you already have control of the mouse, but the first click will always place the mouse back at the center of the screen.
  • How do I switch weapons?