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(+1)

Really, really good, actually. Might be the next big thing after Cruelty Squad. I get the feeling you're not from around here, however, but I won't judge.

  • Environments look great, and I respect the freedom you give players to explore, but you might want to be extra sure people won't get lost in the dark city. Neon signs pointing to points of interest (as in-game objects, not objective arrows in the HUD) might be just enough.
  • I'd prefer it if the text didn't resize as it is being typed in chatboxes. Calculate it's size and resize it before you start showing it.
  • Leaning feels really weird, and should reset when you let go of the button.
  • The tutorial should be the first level, just saying. It's not an obstacle course like Deus Ex's, so you can weave it into the narrative and have people get used to your game more easily. You can always let people opt out of it.
  • I can't put the pistol in it's normal position in the left corner. Might become a bigger issue later.
  • Grabbing stuff like crates feel bad, you let go too easily. It might be hard but please try to improve on it.
  • Do I really have to mash space to climb ladders? Use the best system ever created for that: Simply press interact to get on and off a ladder.
  • Needs helper text, or at least the name of the aug, in the augmentation wheel.
  • I don't know if this'll be an aug later, but I really wish I could see the gun's stats, like damage, reaload time, etc.
  • You should be capable of reorganizing your shortcuts from the shortcut bar itself.
  • Needs a better visual indicator that you're crouching, your height barely changes.

Keep at it and keep us posted!

(+1)

Special addenum: Climbing is painful. First person platforming is bad enough, and it only gets worse when you're put in a dark environment with limited light. Hanging to ledges is not nearly reliable enough for the climbs you expect the player to do, you just fall down when you should be capable of just shimmying over. Plus, it's fine to let the player fall great distances, but you have to consider how they might not be able to get back up. I recommend a much tighter ledge grabbing system that WON'T let go unless the player presses a button, and will try it's hardest to latch on the nearest edge.

That's my fuckup, I added some code for detecting ledge angle and it made the shimmying less reliable compared to previous demo. Will be fixed soon enough.

Wew, thanks bro. High praise, we'll try to live up to Ville senpai's work. No need to judge, we already shared a DD.

1. We'll be adding more stuff to the map, for better differentiation between areas, and to make it feel less empty.

2. My fuckup, was supposed to add a slider, haven't yet

3. Leaning doesn't reset for you? Are you doing the LeftAlt fluid lean a'la Rogue Spear or just Q and E?

5. The tut will be the first level in the final game, that's for sure.

6. I'm aware of the issue, just gotta find a solution for it.

7. Can you try grabbing with the strength aug? Does it feel nicer? I might do something halfway between that robotic rigid grab and the floppy grab we have now.

8. We already use the best system ever created for ladder climbing, what are you on about? :^)

9. Not a bad idea, though the players that use the wheel seem to get the icons. They rarely check the aug screen though...

10. I'll add that to the inspect screen, great suggestion

11. best way is look down at your legs but sure, a small icon will fit in somewhere

Thanks again for the feedback!

(+1)

3. The LeftAlt one, Q and E work fine.

6. It seems as if the cursor and the item you're holding are misaligned in the inventory, so you'd need to have the cursor outside the window to place items on the corner.

7. No, I didn't. I believe it's best if you leave it with the tighter grip as the default as it's something that won't do anything but improve the experience. 

11. The problem is that you may leave the crouching position as you walk forward looking around, and not realize you're not stealthing anymore. Lowering the height of the character more should be enough, however.