Didn't really expect I'd end up playing this when my friend linked me it, but between the sound design in the gameplay vid, the free software engine Godot, Linux support, the responses to feedback, and other details I learned, I felt I had to give it a try. Seemingly this game just has the mystical ability to catch the interest of people who are Not A Furry©™. Anyway, here's my feedback.
First impressions, found the camera side switching with the flashlight on kinda jarring, and it was very jarring when aiming as it was both more extreme and threw the crosshair forward. Later, this also made aiming down finicky when exploiting the enemies' AI on stairs, I also noticed then their hitbox is quite thin compared to their visuals. I really wish the camera would follow the crosshair up and down when aiming as well.
The two separate flashlights are cool, and the fact you can lose one of them.
Moxie's idle pose looks a bit weird, she looks like she's trying not to piss herself, which might be accurate considering the situation. How she closes one eye when aiming, while not proper, fits since she doesn't give the vibe of someone trained with firearms, despite that I still appreciate the muzzle discipline in the run anim. I also noticed the detail where she looks way more displeased about reloading without clothes.
Being able to see Moxie's breath is a nice detail, but because of that if there's ever to be any idle anims then she should totally shiver when missing any piece of clothing.
Atmosphere is quite intense, I still got startled by that grate despite kinda knowing it was coming, and I jumped a few more times through out, but tbh it's easy to spook me. There were some tense moments where I had to juke enemies out while panicking because of being unable to reload on the move. Although it is fairly easy to jump past enemies in general.
It's weird how you fly off the top of stairs when going up or down them, kinda reminded me of how Half-Life 1 handles slopes (not quite like this but close enough).
The magazine inventory keeping separate non-full mags reminded me of SWAT 4, very good. Being able to pick up a discarded mag is also cool.
The "grapple" minigame was trivial, didn't lose a single piece of clothing in my whole first playthrough, and I didn't even know you could slap the "limbs" away then. I also found it uninteresting concept-wise. I did notice later on while messing around that it becomes way harder with no clothing though.
Having your movement halted by little sticky-out bits that look like you should be able to easily step over was kinda annoying (this also prompted me and my friend to joke about a tripping mechanic). On that note it was also bit annoying to just barely not have enough height for certain jumps.
The interaction between enemies and the flashlight is very cool, but I wanted to be able to shoot that flickering light over that light-triggered enemy. I also only learned the connection between those and those slow armored enemies after I had already beat the game and my friend told me about it, I triggered that once near the end but didn't notice that I did. I also thought the armored enemies would only block shots, never did try to shoot them in their armored state, and just slowly kited them around.
The level design is p. corridor-y overall, not a whole lot of intricacies in the layout.
The mall signs were amusing.
The debug room becomes a clusterfuck of triggered enemies p. quickly in my experience. Also when I first saw that "Koubold" I thought he'd be friendly at first, being a similar creature to Moxie, compared to the so far homogeneous enemies, so it was a bit of a surprise when he teleported behind me all "nothing personnel"-like by spawning a vent from thin air. Whatever the plan is for his proper introduction in the game it should showcase clearly he's hostile, specially since he's also p. OP.
Some visual things:
Moxie's head should track her arms when aiming.
Reloading should have some animation besides the one pose.
Killed enemies should leave corpses behind.
I feel like the suit flashlight should be visible on the suit somewhere.
The railings on stairs are way too short, only going up to Moxie's knees.
Looking at the patreon ad image I for some reason expected the main menu to look something like that, it'd be cool if it did.
Some glitches, weirdness and screenshot spam:
Spamming jump while in the green goo will speed you up some, if you jump into it from normal ground and keep spamming jump as you go forward you will keep jumping full height and won't be slowed.
If you go back through the first usable door after the grate you will fall from the grate again.
Restarting from the end makes the first lever activated big door be already open.
If you constantly go down and to the left in the Koubold's minigame you'll end up in a tiny spot where you can just idle until the stamina depletes, that was also when I found out I could click to attack in that minigame as I just started trying random stuff then.
In my first playthrough I got stuck for a bit in between where these metal plates(?) and the ground connect, constantly hopping up and down. It took some effort to replicate it though, required a precise jump.
I then later found another spot like that further on, after the pile of ammo, just go forward without jumping and you can get stuck (it's inconsistent though).
Moxie rendering against the map is kinda inconsistent, when moving against some walls she renders over and others half of her gets occluded (which both look weird), perhaps her collision should be wider. You can also shove your gun through at least this wall.
And you can also shoot through the bottom of that wall while away from it at certain positions on the stairs (and idk what happened to her arms in this screenshot lo).
This one railing has collision that others of the same type don't.
Those crawling enemies can attack from under the floor if you go right next to a wall, as I found out while being suspicious about this broom (it immediately made me think of mimics from Prey(2017), which, I feel would be a fitting enemy type for this game), it crawled the wall underneath, escaping the grapple places it in the floor below.
The bloom effect in darker areas can make some weird glowy outlines appear on Moxie.
All in all, was a surprisingly enjoyable experience, and has potential.