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I completed the mission and wrote some miscellaneous thoughts down while playing - feel free to take them or leave them

  • Shooting feels really good in the game, I like the weapon variety and just how  the guns feel
  • In the apartment building with garbage bags blocking stairs going up, I accidentally found the stairs going down and didn't realize they were there, this is either a secret or needs to be more prominent 
  •  Keybinds for 1, 2 weapon switching works, but once you pick up a third weapon you have to use scrollwheel
  • Falling in a pit and dying/restarting didn't feel great, was just trying to explore and there was no indication of danger
  • Pickups need to be more visually prominent with vfx, it's really hard to see what you can pickup. Also this made me unsure if I just missed one of the keycards or hadn't found the area for it yet. Turned out I just missed it, I was looking for the blue card for a long time but I'd been to that area several times already
  • Since this is a movement shooter, it would be really fun if there were more projectiles to dodge instead of hitscan

Overall it was really well polished though, it felt like playing a better-feeling Time Splitters game, which I love

Thanks for playing, glad you liked it!

In the apartment building with garbage bags blocking stairs going up, I accidentally found the stairs going down and didn't realize they were there, this is either a secret or needs to be more prominent
I will be adding a balustrade to all the stairwells in that building which should help. But either way I think it should be more obvious if I just swap which way the stairs wind so you can see more clearly that there's a way down when you first walk past it.

Keybinds for 1, 2 weapon switching works, but once you pick up a third weapon you have to use scrollwheel

It's Quake/Duke-style weapon slots, 3 and 4 are the shotgun and rocket launcher, while the plasmagun is 5. The other two are in the map but you have to search for them a little

Falling in a pit and dying/restarting didn't feel great, was just trying to explore and there was no indication of danger

Nearly everyone has been falling into that thing, lol. I'll at least put a warning sign there, but the level will be going through a few more design passes before I'm really happy with it anyway, and that pit in particular might not be at a dead end in the future.

Pickups need to be more visually prominent with vfx, it's really hard to see what you can pickup.

This is something I'm hesitant about. I really don't want any sort of animated glint or highlight because I find it condescending. None of the keycard positions in particular are final, and I'm intending to rely on level design to communicate their locations later. For now they're scattered around just so you have to go through the whole map before you leave.

Since this is a movement shooter, it would be really fun if there were more projectiles to dodge instead of hitscan

This is already the plan, there will be enemies with slower rockets and plasma in the future. In the meantime the way it works is that circle-strafing is super-powerful up close and you can abuse the stagger system to stunlock enemies.