Thanks for providing a linux version! This is actually my first Unreal Engine 5 game.
I think you have a solid core loop. I didn’t have too many performance problems on Medium, though I think the shimmering on the distant crates is very distracting.
I only have three main issues:
- Bullet drop is nice, but I feel like feedback could be better about distance. I would have liked a distance indicator when scoped in. This way, I could get used to which ranges will require a certain level of bullet drop compensation as opposed to blindly firing until I get a feel for it.
- Bulletcam is too long. I would have kept it on, but getting bulletcam for misses and having it take upwards of what felt like 20-30 seconds made it bothersome.
- As far as the scoring goes, I feel like there was a missed opportunity to score headshots. I was deliberately waiting for enemies to hold still for the right opportunity or walk towards/away from the player.
- I think the gameplay loop and scoring encourages reckless behavior and risky shots as the player has infinite ammo and receives less points for safe but effective shots than unnecessarily risky ones. I would have included a penalty of some kind for triggering enemies’ alert status without killing.
- The gold bars felt a little like padding as there were no enemies to fight and there was no reason to explore the other rooms; I wish they had led to a higher balcony or something useful to the player, or that there were enemies that could spawn into the player grounds.
- To me, the mouse sensitivity felt too high in standard view and too low while scoping. I would appreciate the ability to adjust these separately in the Settings menu.
This is coming across as fairly negative but I think what you have here is a very solid experience. I didn’t have any real bugs in the experience and getting bullet time in there was a very nice touch.
Congrats on still getting the theme in there somehow, I got a chuckle out of that. Nice work on the submission!