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(1 edit) (+7)

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.

(+3)

Woah. This is a long one.

 - Yeah, it's weird. I'm not sure why it attracts "Not a Furry" people, but I'll take it. 

 - I also found the camera switching jarring. I've tested up and down aiming early on, but it still felt weird / introduces new bugs (like seeing out-of-map areas), but I'll see what I can do. If it doesn't work out, expect the camera to be the same.
--- I agree the camera becomes a problem when stairs are involved. Don't know how to solve it currently.

 - Her idle pose was actually the very first drawing of her. It was initially for reference, but then it stuck. Also, a shiver animation would take dev time from other mechanics, but it's still cool.

 - Yeah, "flying off stairs" is weird. Still, I'd prefer making content than fiddle with physics.

 - Grapple minigame does need a bit of a rework. Not sure when though.

 - I do feel the jump needs to be higher, but I don't know by how much without trivializing gameplay. Will need to test it, 
 --- (or let players set the jump height and run a poll on which is best.)

 - "Shoot the flickering light" is a cool idea. Added.

 - Yeah, I don't plan on having intricate levels. The gameplay demands your attention on the flashlight, so I'm fine with more corridor-y levels.

- I actually like the idea of Koubold being docile. Will think about that.

> Moxie rendering against the map is inconsistent.
 - An engine limitation, unfortunately. I have to find and patch these manually. Thanks for mentioning, though. These walls are patched now. (If you see an unpatched wall, assume I don't know about it. I'll patch it once I know.)

 - Fixed the railing having collision. 

 - The stair railings being too short is for gameplay. It's annoying to see what's behind the railing at a glance. Still, I'll test it out to see if it's worth increasing.

 - Added many of the bugs into the buglist.

Seriously, thank you for your impressions, ideas, and bugs. This is all super valuable, and a few are now in the game.

(8 edits) (+3)

I'm not sure what exactly you've tried before but for what it's worth, the standard camera panning 2D shooters usually have always felt fine to me, for this game you could make it so the suit light enables a small amount of panning, and aiming down sights toggles a more sensitive panning rate with higher max distance for the camera, perhaps gradually transitioning, perhaps with transition tied to the time it takes to gain full accuracy? Or even make panning amount manual with the scroll wheel or smth, might be overcomplicating it though. If nothing else, personally I think the minimum that should be done is, reduce the speed at which camera side switching occurs with the suit light on, reduce camera transition speed when aiming (to hopefully help with the fact there's always some change to your crosshair position relative to world when you start aiming) and simply don't allow side switching at all when aiming. 

And speaking of visible OoB areas, I actually found one while playing around with the latest version, just move either to the very left or the right of the ending elevator and aim in that same direction, you'll be able to see the grey void.


Fair enough on the stair air time, at least it's unlikely to affect gameplay much, with the coyote time still allowing for jumping and the high amount of air control allowing for a quick 180.

About the jump, I worded myself badly before, it's not so much that I feel it should be higher, I think it's mostly fine, and really it could still happen with higher jump heights, it's more of a potential level design issue that's likely to be in any game with jumping, any jumps you cannot make should just clearly look like so to the player. But one thing I feel could be done more generally is having a decent step up height, so you don't miss jumps by just barely stubbing your toe on the edge, I will also restate I believe this is necessary when simply walking on the ground to not get caught on tiny protrusions. It feels like the game kinda already has something like this, just very very small, as there's that area with short gaps you can run across without jumping but fall through if stopping on a gap, and how you hop up a little when stepping on the lift, as well as the stuck spots I reported before seem to be related.

Some more things from what I played of the latest version:

The console doesn't appear for me, I tried all keys it could possibly be, playing on the Linux version btw.

It turns out restarting from the end actually has all the doors already unlocked or open, except for the one that is also activated with those extendable platforms, unless your first playthrough after launching the game started from an alternate spawn after any lever activated doors.

Discarded mags of previous playthroughs will appear on a game restarted from the end.

If you beat the game, then restart and select an alternate spawn, they get screwed up, except for "quick start". "Warehouse" places you right behind the door that gets unlocked by the lever in that level, "theater" places you permanently falling through absolute blackness, and "mall" places you in front of a door in a secret room behind the mall's first set of stairs, entering the door places you in front of it again, there's no way out of this room I could find.


Shooting the flickering light while it's on will cause that plant to stay triggered forever, until you shine your flashlight on it which will fix its behavior.


Btw it'd be cool to see shootable lights used as a mechanic in new levels.

I don't think I ever noticed this suit here before, it kinda blends in with those seats.


I found out you can do this, lo.


Anyway, I'm glad to help.

(1 edit) (+2)

Thank you! Most of these should be fixed in 0.2.0, except for the clothes pickup, the weird restart and mags. Even the camera speed is slowed.

(Restart and mag bugs fixed now, but not in the 0.2.0 update.)

The button for console is `. VM linux seems to work fine for DiBS 0.2.0.

I'm still finding a solution for just barely missing a ledge + small steps. One solution actually had a bug where items were treated as ledges, so that was weird. Still finding.

Once again, thank you!

No problem.

The camera panning feels much better now. Still feel more could be done in regards to how side switching can mess with up and down aiming though.

I still cannot open the console, I tried ' (quotes, key below Esc and besides 1 on my KB, which for p. much any other game is the console key even when they say it's ` or ~), ´ (it's besides P) and ~ (besides Ç), as well as every other symbol key for good measure, and even holding Shift. I realized I have no key that allows me to input ` without holding Shift, maybe that's relevant. I also have a PT-BR (ABTN2) keyboard, if that helps.

(+1)

Hm. Okay. I'll just make F1 as another way to open the console.

(+1)

The new 0.2.0a update should allow the F1 key to be used.

(+1)

F1 works, and so does ' now too somehow lo. Thanks.