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(2 edits) (+1)

Some random thoughts. I didn't read the comments, so I'm sure there's a lot you've already heard.

- Shouldn't switch to SMG every time I pick it up if I already have it. Just give me the ammo.

- Art style is very appealing. As long as you keep texel size consistent it will look great. Only missing link for me right now is the skybox.

- Love the details like the shells and mags you leave behind.

- Movement and shooting feel great. Very solid foundation.

- Enemies should probably hear your footsteps when you're running - you can run around behind the guys in the convience store and they won't notice. Might also give them a higher detection FOV, or modulate this stuff by a difficulty setting.

- Keeps feeling like I need a flashlight - but if you'd rather not add a flashlight for level design purposes I get it. Maybe a very dim point light that follows the player would be good to help differentiate walls when in pitch darkness. You could also make shooting generate a flash of light.

- Death sound is excessive but funny.

- Level design is good so far, I like the way things loop back around on eachother sometimes. I like the variety in encounters - larger, more open areas contrasting with the tight corridor parts. I feel Duke Nukem influence.

- Weapons are all somewhat interesting, but do still fall into the generic "standard boomer shooter" archetypes. I like things like the plasma gun's stun feature, although I'm not sure how often it would come in handy unless there's bosses. 

Overall: Nice entry - I'd like to see more.

(+1)

Thanks for trying it out! It's great to see people enjoying it after me leaving it on hiatus for so long. I finally have a vision of where I want to take this game so I'm committed to finishing it.

I've written a ton of these responses so I'll just stick to stuff other people haven't already brought up here.

Shouldn't switch to SMG every time I pick it up if I already have it. Just give me the ammo

Yeah this was from before when enemies didn't drop weapons. You can turn off auto-switch in the options, but in the hotfix I've also made it now that the switch will only kick in on new weapons or ones that completely ran out of ammo.

As long as you keep texel size consistent it will look great. Only missing link for me right now is the skybox.

I kinda screwed it up with the APCs, but I'm focused on adding more assets before I go back fixing stuff. The skybox will also get an overhaul when I add directional lights

Level design is good so far, I like the way things loop back around on eachother sometimes. I like the variety in encounters - larger, more open areas contrasting with the tight corridor parts. I feel Duke Nukem influence.
Duke and especially the classic Shadow Warrior are huge inspirations for this game so it's great to see that coming across. I'll be adding some consumable items like medi-packs and grenades in the future too.

Weapons are all somewhat interesting, but do still fall into the generic "standard boomer shooter" archetypes. I like things like the plasma gun's stun feature, although I'm not sure how often it would come in handy unless there's bosses.
It's really tough to break out of that pattern. The plasmagun's alt-fire is getting replaced regardless, I want to make it into a flamethrower instead. That will probably be more generic than what it is now, but like you've just implied the stun-wave thing doesn't have a lot of utility compared to just shooting.