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Ok, this was pretty great. The voice acting was done well. The level design was good. I had trouble doing a full frontal assault but was able to sneak inside through a ladder and that made it a lot more doable.  A couple of notes would be to have the enemies a different color than the wall cause they blend a bit, maybe a slightly closer pickup radius on items, and a bit more visual feedback when you take damage. (especially on big daddy boss cause he wrecked me so fast lol ). Yeah really fun to figure out how to succeed in this game.  (if you ever want to work with an artist for assets hit me up)

Thanks! Yeah, I did the colors as the very last thing and used the half dozen or so demo material instances I had already made and just tried to make it work, thus the sidewalk being blue and my comment in the about section about painting the stairs at 2am. I think the easiest way to fix that would be to just make either the red used for the entry doors and dance floor walls more purple or make the guards more purple, or maybe just more washed out for more contrast, and maybe make the yellow in Zoroaster's arena darker and more orange. I was actually originally going to include a quick flash on the HUD for damage, but that ended up being one of the features I axed for time, along with the weapon bobbing when you move. I was hoping the audio feedback would be enough on its own. And yeah, the bounding box for the pickup item baseclass is huge, slightly bigger than the large ammo pickup. I could make that a variable and make it smaller in the child classes, I just overlooked it. The main thing I'd want to fix if I update this is that the civilians on the dance floor all try to go upstairs and the civilians in Lizaro's arena try to go downstairs, so they just block that staircase.

And yeah, I may just take you up on that. I'd also be interested in maybe helping out with your project, if'n you want. I love space flight games.

yeah that would be awesome, here is my discord if you want to add me .lethalbacon. 

Cool. Sent.