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(+1)

My feedback is two part,

one, the shooting was fun! The fact that the enemies would change, go through this randomized evolution as you tried to get rid of them was a fun twist on the usual shoot and kill approach of many other games.

two, getting FPS platforming right is a difficult one, if you search for “First Person Platformer” on google, you’ll find quite the number of game design reddit threads that heavily discourage creating such a project suggesting that the most viable way of doing so is to make the platforming feel more like exploration rather than precision tasks. This is essentially the Achilles heel of both the concept and this project imo, as the player can’t always see either their feet, the edge of the platform or in the worst case scenario, both. This makes knowing what’s going on vey difficult. A transition to a TPS would greatly improve the difficulty. I’m speaking from experience as I had spent a year making “Blind Faith” which is a… you guessed it, magical First person platformer in which every time I had people playtest it they’d even miss the easiest platformer. This was a recurring problem.

In all honesty I really enjoyed the “shooter” part of the project! Getting the bow string strength just right whilst aiming and moving about felt like a good combo that underlined the fun gamefeel :) Let me know if you plan on continuing the development of the project and i’ll gladly playtest it.

(+1)

I see, to tell the truth, this project was very much an experiment to test 3D physics and 3D game making in general, as all the Godot Engine development I had done up until that point was in 2D.

Regarding how the first person aspect may conflict with the platforming, I see your point. The inspiration was largely jumping maps from FPS games such as TF2, with an attempt to replicate the rocket jump mechanic, so it never occurred to me. The platforming came second in an attempt to fill in a lack of substance.

Unfortunately, as it stood, I did not feel the enemy AI was sophisticated enough to focus more on the shooting aspect, hence the game leaning more towards the platforming side.

Beyond polishing the project after the Jam with some easier to implement suggested mechanics and balances, it's unlikely I will continue this project further than that at least at this moment, as if it is as fundamentally flawed as you warn it is, it seems it would require a lot of rehashing that i'm not currently prepared for. It is most likely that the code and assets in this project would just be reused in a new one in that event.

Based on your suggestions I'm thinking such changes would in theory involve tamer platforming sections, combined with an improved AI and more mechanics oriented around said AI to put more of a focus on the shooting, or alternatively a third person game with a spot shadow to show the position of the player, and a hub world to encourage exploration. (With regard to the hub world actually, for sure being able to go to and complete any level would be a definite relatively easy improvement, and that may well be implemented.)

As I say, I will probably be adding small features and balancing it, and a second opinion is valued, so I would be really appreciative if you could playtest it in that event, I will let you know if anything happens.

In any case, thank you very much for your critique, I'll try to keep it in mind for any future projects.