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(+1)

Hey thanks for playing and the quality feedback!

Yeah Bethesda games are always a big influence on my ideas, and that was certainly no exception here. I think some of the voice acting dragged because I did it while very tired, others because I didn't have time to edit out some pauses, and some just because I'm not the greatest voice actor.

Yeah the combat was only partially supposed to be intentionally bland. The revolver was meant to feel like a peashooter and the enemies weren't meant to be that smart to begin with. But the lack of feedback other than the blood sprites was simply due to lack of time. The combat kinda had to be just functional in order to get everything else in. I think the last combat arena was likely designed in about 15 minutes, and you can feel it in the game. If I were to do it over again I'd give the player more cover right out of the gate. Though admittedly there might be some unconscious influence from New Vegas since I was playing it quite a bit recently. Sorry to hear you found it frustrating though.

I was actually unaware of their being further compression for unity games, I'll have to look into that.

Thanks again for the honest feedback!

(+1)

Game feel is important, arguably the important aspect of when it comes to engaging your players. Even on a jam about intentionally bad games :)

The two best videos I always send people who want to quickly shrink Unity builds are this and this. They are short and very generalized but they are a good way to start.

Other than that make sure your textures are a power of 2 and use Unity’s built-in model compression. Also make sure you’re using the most recent build method. Unity still has legacy support for older algorithms that have poor compression in today’s standards.

(+1)

Excellent point!

Thanks, I'll make sure to take a look at those next time I decide to build.