Thanks for playing @Zackarotto. Sorry the game made you queasy, that's never a good outcome. Interested to hear why you didn't feel the floaters were stealthable - our intention is that they have a predictable behaviour (turn side to side) and that their field of view is visualised with a light cone to assist the player in avoiding it. Do you have any suggestions for how we could we communicate that better?
Hey, giving this one a more fair shot after some time has passed. Hard to say if the motion sickness was entirely your game or just the cumulative effect of playing a dozen of these entries in one sitting lol, it tends to come on subtly at first. But it was definitely at least partly responsible, so I don’t know if there are any settings you could tweak for that.
Of course, motion sickness in FPS games is a general problem many have to deal with, but I don’t get it too often – really old Doom-like games never gave me problems, and it’s rare from very modern AAA shooters, but older Source Engine games like Half-Life tend to do it to me. It’s hard for me to diagnose more specifically, but movement/acceleration/deceleration probably play a role.
I think the game had sound the first time I played it but not when I redownloaded it, hmm, strange.
But yeah actually I do think the floaters are pretty easy to avoid most of the time, I might’ve just been blindsided around a corner once or twice. I see you have some randomly generated maps which is very cool. I admittedly wasn’t paying enough attention to the lighting, I might’ve just scanned it as environmental lighting – not necessarily saying it isn’t obvious enough for players, I was just more concerned with the motion sick stuff going on by that point, but you could try coloring the enemy light a more unique color if you like.
Not to sound too critical, just that the one thing can make it hard to appreciate the rest. Love the art style, love Thief-type games, many places you could go from here.