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(+1)

Just a little starter feedback from what I've played so far:

  1. Level design in this level was pretty cramped compared to the movement speed.  A lot of interconnected corridors, and oddly prompted immediate turns. Because of the simplicity of the graphics it was hard to see when there's a turn at all. For example, in the starting section you essentially have two hallways that interconnect through a slope, but there's also at some point after that first intro where you have a left turn that leads into the green door. 
    1.  Further on prompting it was hard to get around with a lot of the decor getting in the way of the action. my character bumped and jumped on the numerous trucks and forklifts. 
    2. It was also confusing getting to some areas, as there was what seemed to be small slopes and barrels to get further along, that can be easily missed.
  2.  I liked the feeling of the shotgun and railgun. However the SMG was very underpowered and inaccurate. I get it's the starter weapon but it needs to have something going for it, at least a high ammo pool. The alternative is the wakazashi which isn't really a good choice since it takes multiple slices just to take down one grunt, and you lose 30 of your health that way, since it doesn't stunlock them and they can just bat you back. 
    1. Just as well the recoil system was a tad too sensitive.
  3.  Jumping also felt really unsatisfying. It didn't have any height or give, it didn't seem to have bunnyhopping either. Although making jumping higher might break the level design, so I understand that's gonna stay.  
    1. On the subject please allow caps or something to switch always run. That's a good feature to have.
  4.  Enemies were good, though the jumping crocs don't seem right to me as the melee chargers. I often found them spamming the charge attack when usually it's just like once attack, and then a chance to shoot 'em. But they often don't do that. Their charges should go farther, but then give it a delay.  
  5.  Items and door buttons are pretty small. Gets lost in the environments sometimes. 
  6.  My kingdom for a save feature, lol.
  7.  I do love the art aesthetic by the way, very clear. As well as the gore - although it has that Quake 2 problem when animations go on for too long so you end up wasting ammo on dying dramatic enemies.  
  8. You got a really good thing going honestly, I liked the demo else I wouldn't complain this much.