Since I am pressed for time, I didn't get to make it to the final boss battle but what I played was a real treat! I'll definitely be trying for the ending as soon as I can. The way the models walked in cutscenes looked like they had bad rashes and the voice acting was wonderfully atrocious! It oddly worked for the setting. Fighting mechanics were a bit janky, but I feel enemies deal a bit too much damage, it is hard to find cover, but perhaps I'm just not fast enough. Overall, the game was an enjoyable experience with a good level of badness and fun cutscenes. I just wish after you die you could respawn at a checkpoint 'cause restarting the game over is a bit tedious, which was why I didn't have the time to restart it to get further.
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I was hoping the animation and voice acting would get a decent reaction out of you so its nice to know I didn't disappoint there!
Dammit, the combat seems to be more and more of an issue as feedback rolls in. I had previously halved the damage of the rifle enemies and increased the number of health pickups but the combat at its core has issues. I play tested it a lot from beginning to end and thought it gave just the right level of difficulty, but of course I also know how enemies work and their placement and stats. Plus I play a lot of Bethesda shooters where most of the game seems to be shooting at people out in open spaces while rapidly using health items, so I guess I'm just too used to it. Combat was never really the strong suit of any of my games, I think it was too easy in the first two games I made, so to compensate I made the game difficult enough that I could occasionally be killed. Turns out when its slightly challenging for the dev, it means its pretty brutal for everyone else. I plan to focus on improving the combat mechanics in future updates and projects.
Yeah the checkpoint issue as I mentioned before would have been incredibly difficult to finish during the jam, just due to how many values and variables would have to be recorded and set. I've been meaning to make a save system for a while now but I was anticipating it wouldn't be required until later in my horror games development. Turns out that was a bad assumption lol. Likely I'll end up creating a save system after the jam as a top priority. But I'm sorry you couldn't finish the game, I did add the ability to skip the opening cutscene and dialogue lines but yeah a save system would be way better.
Thanks for playing and for the feedback!
Oh yeah, when you are the dev a game seems easier since you know it like the back of your hand! I play a lot of shooters like DOOM and Unreal, and so me failing so badly at such a janky game made me feel ashamed lol, or it could be the jank itself that made it hard to navigate. Either way I did enjoy what I did get through and hope to play it through to the end next time!