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Very nice, but the Level is just too short. Page says testing Level tho, so thats to be expected I guess. Same with some of the Environment that could use some work.

The Weapons feel nice, but I had to go into Wireframe to find the Shotgun, your Darks are too dark if you have no Flashlight or anything planned.

Screw you for putting a deathtrap pit right behind the red Keycard in the Dark, don't do that.

Everything feels rather good, a bit more feedback on getting hit might be nice tho. 

No Idea why the main menu has a back Button that just takes you to the Press Space Option. 

Didn't encounter any Bugs or anything, but you can look around when Dead which feels a bit weird.

I wish I had more to say, but its very short and pretty polished. I can't talk about Bugs or make many improvement Suggestions, other then on the Level itself, but thats a Placeholder.

Maybe that the SubmachineGun looks more like an AssaultRifle to me. And the secondary Firemodes all seem rather tame. Scope isn't needed at least in that Level, and makes little Sense on a SMG, Rocket as Grenades is fine, but autofire/rapidfire would be cooler I think, Plasma I could just use to PlasmaJump, and Shotgun seems like just another grenade Launcher. 

But the Systems itself, which is basically all that can really be tested at this Point all work nice and well. You can clip your Camera through Walls in alternate Camera mode tho, and your Assets are freely accessible, don't know if any of that is intended.

(+1)

Thanks for playing!

Very nice, but the Level is just too short. Page says testing Level tho, so thats to be expected I guess. Same with some of the Environment that could use some work.
This is my big focus for this year, making the levels and content to fill them with.

The Weapons feel nice, but I had to go into Wireframe to find the Shotgun, your Darks are too dark if you have no Flashlight or anything planned.
I'm probably getting thrown off by using a TN monitor. I will be intending on using some purposely dark areas for secrets, but I may also add a throwable flare as an item.

Screw you for putting a deathtrap pit right behind the red Keycard in the Dark, don't do that.

Heh heh. For key items I don't intend on doing that in the future. At least not in this game.

No Idea why the main menu has a back Button that just takes you to the Press Space Option.

Doom and Vanquish do this sort of thing. I intend on having an actual 3D scene in the main menu at some point where it will probably make more sense.

the secondary Firemodes all seem rather tame.

This is something that's been nagging me since well before this demo. I have a few other ideas I want to experiment with as I make more assets.

You can clip your Camera through Walls in alternate Camera mode tho

That's just a debug feature so you can see your own collider. I forgot to disable them in release builds.

your Assets are freely accessible

This is intentional for easier control with PhysFS. As a bonus it allows mod-support in a manner similar to Elder Scrolls games without me having to do anything.