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(+1)

Great work on the aesthetics dig the vibe and everything but the play-ability has suffered a tad. For someone who made the game all the indicators might make intuitive sense but for someone who has not created the game it is a little overwhelming and convoluted. 

The story premise is phenomenal and I think if you put a little bit more time into the fine tuning this game has incredible potential. 

The distorted sound was a little bit much when you approached multiple enemies and became quite deafening. Respawning at the same place where I died because I was surrounded by so many enemies is also not the greatest idea as I just keep dying over and over again. I also think that I can be damaged before I get out of the respawn cutscene as I never am at full health?

Could not change setting mid run. Play game button restarted the game should maybe add a resume button to the pause menu and  name play game into restart run or so.

I always found myself confronted straight away with a VIP. I would have light a gentler maybe even a "fixed" tutorial in which you start in a linear part of the city and fight 1-2 enemies at a time so that one can get used to the hud and the overall layout of the game.

The stealth was a little counter intuitive as it worked for most enemies but not for VIPs I think? Could be communicated a little better.

Even though I mentioned a lot of possible improvements I can not stress enough how much potential this project has! I think you bit off more than you can chew in 10 days but give it a month with some rigorous playtesting and I think you could have a great game in the making! I'm looking forward to that!

I agree that there are some HUD issues in implementation. I stand by the world-space approach being a good idea, but I left out a lot of key things and hope to revise that a bit later on.

I haven’t touched the Pause canvas since maybe day 3 of the jam, so it doesn’t really surprise me that it doesn’t work. I’ll try to get the Resume Game working properly asap, for now just hit Escape a second time.

The patrol voices are definitely overwhelming, and while I’ve cut down the number of dialogue lines spoken per combat encounter I still need to set up a proper pooling system. I have some ideas but need to investigate further.

Unfortunately the respawn system isn’t as robust as we would have preferred. At some point, bad code came back to haunt me and we couldn’t really decouple the player from the core game without significant refactoring. Postjam I intend to force all patrols and the player to sample a new position and move them. This behavior has significantly improved with updates, and you will usually be able to get away cleanly from a fight gone wrong by using the Stealth key (SHIFT).

There’s also a bug where the Patrols like to crowd around the FOB, which isn’t exactly intentional behavior. The VIP itself only has two guards at first, while later VIPs begin to spawn 4, 6, 9, 12, 16, etc. The rest of the patrols you see are just static units roaming the map, at least in theory.

If you played v5.02 or another earlier version, I highly recommend either 5.0475 or 5.047 depending on platform. These versions have made significant improvements to prevent some of the more frustrating AI and objective bugs.

Thanks for giving our game a go!

(+1)

5.05 is live and it fixes the FOB bug I mentioned. It’s not the complete 1-2 enemy limited trial run you’re asking for, but it does make the first VIP far less punishing. The respawn logic was also already in the game, but not being called; now that this has been fixed you’ll actually be moved out of the firefight when you respawn.

The Resume Game button also works as intended; once again, a case of “code was there but I forgot to call on it.” More importantly, it’s not a Play Scene 1 button anymore– it’s rather unfortunate that such a critical menu bug went unnoticed for this long, but once I set the scale on that menu for 0 I just forgot about it for the duration of jam time.

Hopefully this moves the game a little closer to its ideal state, there’s definitely jank and growing pains but I agree that there’s something there worth exploring.