It was to chaotic for me. I had a hard time with the control scheme. Click to walk and Click/Mouse Aim to fire make it hard to run and gun. I would suggest a WASD walk scheme if you make it mouse aim and fire. Plus a reload being so important should have a dedicated hot-key to make sure you can reload without have to stop running and shooting. The story is amazing and I really like what is going on with the story. I also had issues with the text overlapping in areas making it impossible to read. There is a great game under the hood just waiting to explode from this though, I can see and feel that. The story like I said is right out of some of my favorite 80 / 90s sci-fi. Keep working on this it will be Great!
Viewing post in E.C.C.: ENHANCED COMBAT CADAVERS jam comments
Hey, thank you for your breakdown! I think we took a little bit of a gamble with the control scheme. If it were up to me, I would have also made the Stealth key an on-screen button– it was kind of our design gimmick of making the entire interface and HUD take place in-world. I hope that if we stick with the idea we can fine tune the jank to make it a bit less frustrating.
WebGL is brand new– we couldn’t even get the game to run before yesterday because of a Resources bug and had to refactor our name generator entirely just to pull it off. Likewise, the massive amounts of missing space on that screen you’re looking at… there should be two ASCII animations playing, but WebGL video playback is a nightmare. I’ve spent hours trying to get them to display without making a mess of the colors and dropping the framerate into the single digits. Hopefully these two particularly nasty bugs will be wrapped up soon.
The name bug is exclusively on WebGL and exclusively happens when appending a “, “ string, making me think it’s some kind of browser specific carriage return symbol I need to get away from– you’ll notice overlapping doesn’t happen on the bail offering string, which appends “,000,000.00.” Oh, the joy of programming :’)
Thanks for giving the game a go, and sorry for some of the jank! We had a fairly busy schedule during the jam runtime and there’s definitely a lot of things I would have liked to touch on in the jam with more time.
From the look of it, we caught the name bug entirely by accident while working. I haven’t seen it since either 5.03 or 5.04 and I don’t know how it got fixed. I still recommmend the clients as they run at the full framerate, but videos now play in WebGL– albeit distorted. In the future I’ll be replacing them with a material spritesheet as a compromise.