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Alright this might seem harsh, but here's some criticism:

For a fast paced game I would expect the enemies to at least move. (I believe you probably couldn't figure out how to generate a navmesh at runtime, so here: https://github.com/Unity-Technologies/NavMeshComponents with this package you can make navmeshes at runtime)

The parkour has no purpose, since all the levels are flat with no verticality, either make the levels contain a reason to parkour, or just focus on bunny hopping or something like that.

It also bothers me that you can't manually reload weapons (at least not with the R key).

Joe is also horrible, him predicting your movement is not fun and it's not good design, you probably realized that as well because you can respawn in the boss arena. To beat him I just ended up going side to side until I killed him.

This game didn't feel much like a rogue like either. It just doesn't have much replay value. Like why would you spawn with all 4 weapons in a rogue like!?

The movement seems nice tho.

Main thing to improve is enemy variety. Just the same dude with some times different scale standing in place is boring as hell.

The Post processing effects are a bit too strong, like chromatic aberration, I personally don't like that effect. And why even use grain for this type of a game?

If you want some inspiration you can check out my rogue like: https://emiss23.itch.io/droid-fortress (little self plug lol :D)

Anyway hope you learned a lot by making this game. I know how difficult it is to make something fun. Good luck next time, I hope you make something cool. Cheers!

(+1)

Thanks for the feedback!

Enemies are actually moving in case if you go too faraway from them or in case if their bullets cannot reach you.

Otherwise, I can agree with you and will take all these recommendations in my mind to improve my future projects)