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(1 edit) (+1)

Damn, this game reminded me of Blake Stone and Corridor 7! xD

Got to Core Entry in one sitting, saw how many of those blue dudes I have to fight and said "Nope!". Not that they're a big problem, just a bit annoying.

If you ever get back to LAB, might I make some suggestions?

1) Add an on-screen notification about what the player picks up (ammo, armor, health, etc.), because when I break containers I sometimes don't even manage to see what was inside.

2) While I do like some of the goofier sounds (case in point, golf-ball sound when the blue guys die), they just feel a bit off, so maybe replace them? Some sounds don't have the "UMPH!" to them, like doors opening\ closing and the machine-gun firing.

3) What is that green frog\ bug gun? I get that it's more of a gimmick than anything, but what's the point? A nod at Half-Life?

4) The auto-aim tends to screw me over when I'm trying to clear out rooms while standing in the doorway. Maybe add an option to switch it off?

This one is more of a nitpick, but the sheer amount of enemies is sometimes baffling. And another nitpick: there are a ton of secrets, but they all feel same-y. Maybe add more monster-closets and ambushes?

Still, I am enjoying this game. Really feels like something from the early-to-mid 90's.

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sure, I  plan to make some sequel in the future (in fact I started one but it's on hold)
3) it's kind of a ripoff of it - the new version was going to be more original:


(as a shotgun - homing missile hybrid)

4) that's odd - I don't remember adding auto aim 🤔

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since I have debug mode I think he is talking about the hitboxes they are so long in height that it makes you think that there is some sort of auto aim

Conclusion: there is no auto aim it's just the height of the hitboxes being long

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I guess it's hard to tell with these flat maps 🤔

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It's pretty noticeable tho assuming the user has access to debug functions to view the hitboxes