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(1 edit)

Wow you did a great job with this! I am very included those two difficulties, I tried the director's cut first and yeah I see why this was the intended experience, giving me quite a few "Oh shit!" moments, I do like how despite not being mentioned, headshots are prioritized but pretty much is needed for all the zombies cause god do those alien zombies hit like a truck when trying to knife fight them and honestly knife fighting them is not fun they ALWAYS get atleast one attack in even if their attack animation finished, which ain't fair, the health vials are much appreciated and spread out fairly and the space theming is really cool, but did you really have to get rid it on Icojam mode? making the flashlight significantly brighter would make it less horror for those who don't want that but for the people who just want more bullets in their clip (which I don't even think happened) because in directors cut that cargo bay area, wow there is little to no ammo in that place at all, that was a difficulty spike so icojam mode just feels a like an insult to the player who just wants more bullets and easier time, but hey atleast you're not like some devs who would change or straight up deny the player the ending cause they played on easy mode, overall, a great short horror fps with a few downsides which can be mostly avoided.

(+1)

Thank you so much for the feedback! I didn't have that much feedback on the IcoJam mode because I had originally created it for my girlfriend who said she was already really scared to try out my game so I tried to alleviate a lot of what makes a game scary, (atmosphere, lack of resources, fear of the unknown), but I think that ended up backfiring because like you said, a lot of the space theming went away.

My apologies for the lack of ammo! My friends/playtesters had access to the first builds of the game and told me that there was actually too much ammo in the cargo bay segment and I ended up reducing the ammo pickups by more than 50%. I think that there was a lack of variety in play testers since their main genres were FPS games, so that became an issue too when trying to balance the game.

Anyways, thank you for the valuable feedback and thanks for taking the time out of your day to play Do we Have Liftoff and sharing input :)