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This is such a fun idea for a game! Essentially taking the exploits and meta mechanics of older FPS games and turning that into a 3D Platformer is genius. The physics work well, and I'm a fan of that city background on the second map - it reminds me of older N64 games. I know a lot of people have mentioned this, so I won't go in-depth, but there is a really steep learning curve to the controls that I feel makes playing this game a little unintuitive. I think I remember you saying you wanted the platforming emphasis to be on using the weapons, but I do think the jump could be a bit higher and maybe have something akin to Mario's Long Jump if the levels are going to have stretches of flat land. The last real nitpick I have with it so far is that I couldn't really find a use for the dual pistols, since they didn't give me much air. If you have something else planned for them, then disregard my nitpick. This is fun at its core, so I hope to see you iron it out and make a big hit!

Thanks for playing!  I'm thinking of ways to make the controls more intuitive, since I think I can preserve what I like about them while making it easier to just look around and stuff.

Some of the issues are also just incomplete content.  The level's meant to be a densely-packed concrete jungle, but right now it's mostly empty.  And the pistols are for combat and actually don't give any air at all, but the only combat's completely optional right now.  I do like the idea of more movement options.  Perhaps something more limited, like a dive or a wall kick.

I'd suggest changing the arrow keys and backspace controls, since the player's right hand will be over the mouse instead and can be difficult to mentally swap from mouse to keyboard then back to mouse.
I think some of your movement could be based on the weapons themselves if you're not a fan of giving the player direct movement options. I'm not sure if this would wreck the balance of the game or go against your design doc, but having two guns on you at a time and swapping between them could lead to interesting movement. Something that came to mind while playing was using the shotgun to gain a lot of air, then swapping to the pistols to sustain yourself at the peak of the jump. I think a system like that could encourage players to experiment with all the weapons you add, since each combo has the potential to be really unique.
Even with more limited movement though, this is still a really fun demo, and I can't wait to see more and see how you develop the levels and mechanics.

Thanks!  Yeah, I agree with your suggestions.  PC controls were a recent addition and could be improved in most areas, like menus.  I do like the idea of having two guns, but I'm worried about the balance, since there are puzzles based around getting from point A to point B with limited jumps, and with two guns it may get quite complicated for me to design and the player to figure out the right combo.  But maybe it'd work as a mid-game unlockable, where you'd then be able to breeze through old areas and have new, more complex areas that take two guns into account.  That's something I think would be pretty good, actually.