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(+1)

I had some good fun with this one! I think it's the only horde based shooter I've seen.

Some random thoughts:

  • From the main menu, in the controls list, C is listed for both 'Switch view' and 'Equip pistol'. 'Equip pistol' is correctly listed as Q in the controls list of the pause menu.
  • Nice effects in the widget titles!
  • I like the minimap, it's very informative.
  • Great storytelling with the orbs!
  • After the target trials, I wasn't sure how to advance, In the end I figured out that I had to interact with the information wall by looking at the minimap, but it could help to have some kind of indication, or have the wall trigger automatically.
  • In the horde fight, it may be helpful to indicate how many hordes there are in total (for example, Horde 3/ 5, or something like that). It's perfectly fine as it is, I found myself wondering about my progress in the middle of it.

I liked the navigation of the maze, which could have been a nightmare, but was made very pleasurable by the great mini-map, and by wanting to find more of the orbs to get extra story tidbits.

When it comes to shooting, it worked well, but I wonder if you could benefit from some Bungie-like stickiness. For example, just as an idea, how I would approach it:

  • You could have a line trace going from the the point from where you are shooting (I guess the camera, but could be the gun) into a decent distance like 1000 or something like that.
  • If the hit actor has a tag "shootable" then you can reduce the yaw and pitch speed (I think it's those two) to make the mouse move slower.
  • If there is no "shootable" actor hit, then you restore the original yaw and pitch speed.

I had fun with this one, both in the exploration and the shooting aspect. Great job, and keep at it! :D

(+1)

Thank you so much for playing, glad you had fun. I'm gonna look at that tip you have for the gun with the yaw and pitch adjustments when shooting. Might be a better option instead of adding animation. Was having issues blending the anis so left it out in the end cos looked worse hahaha. 

In fact I am using an interface for the trace which checks what it hits and then does interface calls accordingly so adding it wont be hard, just getting it to look right will take some time playtesting but I'm also considering using ALSV2 and and replacing the whole animation system or redoing it while following a c++ tut I have.

I would like to look into that audio driven gameplay like you used. It looks quite interesting so I'm gonna be doing some googling on that and I might drop a message by you if that's ok, ask a few questions on how and where etc.

Big thank you for the feedback, really appreciate it and thanks again for playing. 

(+1)

The audio system in my project is done in a very manual way at the moment :D.

I will make a proper dialogue manager and update the project with it soon, I'm waiting for the rating period to be over before I submit any update.

I'll let you know when I have it implemented, so you can have a look if you are interested (I'll keep updating the source code as well).