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Alright, one review as promised coming right up! So for starters, I really like the aesthetic you have going. The art is well done, the ui is cool, and im digging the music!

At first I found having different modes for move and shoot kind of weird, especially in a fast paced game, but I started to enjoy the flow of it over time.

So balance. Games rather difficult to be honest. Now games that need fast reflex were never my strong point to be fair. But I only managed to get to round 3 once, and it was probably luck. (I restarted the game a few times to try and do better in early rounds and have more health later.) I think the largest issue I'm having is I have trouble telling where its safe to stand. Maybe consider having some indicator on the ground for where the enemies coming attack will hit? 

While enemies seem to telegraph attack, it seems like fairly short warning, granted like I said, I don't exactly have great reflexes. 

Im also curious on how cover vs trying to doge is supposed to balance out. In my head it always felt like I should trying to dodge, since cover still results in taking some damage. 

Not being able to move when reloading definitely is giving a bit of a unresponsive feel at moments. Assuming you want to keep not being able to move while reloading. More ammo as you mentioned in the other comment would help mitigate it I think. But, once you get a proper animation for it, I think that might be enough to not make it feel off assuming its a visible enough animation.

Going back and playing a bit more, I think im starting to do a bit better! Im making it to round 3 with some health now lol. 

Oh, quick note, the WASD movement in the isometric map at the beginning still being standard up/down/left/right, instead lining up with the isometric angle felt odd to me.

I think you have something cool here so better keep at it!

Thanks for the fun demo and good luck with the game!

Hey wolgi, thank you for the feedback! I'm glad you like the aesthetic. I'm hoping that as I add more content each DD, you'll get more of a feel for the atmosphere I'm going for.  Yeah, the game is quite difficult no doubt, it's partly because I'll be adding in special moves for the main character so you'll be able to choose a moveset to counter enemies; should make it easier. But it's really good to know how people are faring. As far as knowing where to stand, it's all about examining enemy moves by looking at the second box next to the move name. The black lines show which row the attack targets, so you can get a feel for the safest angles to attack from. However, you're right, it would do well to have more telegraphing of attacks. I think I'll do that through animations instead of ui to mitigate the risk of homogenizing the feel of attacks across enemy types.

You're right, I didn't give enough protection with cover. During testing, I always had it where taking shots from head on under cover made you receive zero damage, while you'd only receive a little from off angle attacks. From the feedback I'm getting, I think I'll make the cover system work so that initially it gives 100% protection, but gradually gives less as its "health" is worn down. Definitely will have to revisit reloading, will at least give a ui cue in the meantime until its sorted out.

I'm glad you were able to get a feel to get to 3, I know it's pretty fast and vicious right now.

And for the isometric movement it's good to hear that. Wasn't sure how people prefer movement in isometric.

Thanks again for the feedback, hope you can make next demo day, I'm definitely planning to have more actual content next time around.