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It plays alright, but there wasn't much to do as enemies didn't pose much challenge so I didn't need to think about the stats, choice of weapons, dodging or stamina management, so those feel like slapped on systems.

There's a lot of inertia and slow acceleration, so movement doesn't feel satisfying and even grabbing a weapon off the floor is hard.

Altitude is really weird although I understand why it would work like that. I instinctively try to maneuver in 3d but instead I'm draining all my stamina without much result. Instead of being a cool, fully 3d shooter it ends up being an extremely floaty arena shooter. Vents are a good way to alleviate that and II wish sponges would have that effect too for a nice risk reward.

Primary weapons are unsatisfying as they are slow and hard to hit with. On the other hand elemental abilities are great and I wish I could mix those in constantly instead of having cooldown timers.

Crosshair is small and blends with the color scheme. Enemy projectiles don't stand out enough.

I wonder what the game would play like at 2x speed or so?

(+1)

Thanks for feedback.
Regarding difficulty and resource management: Try spawning more enemies. But it is a demo after all, not really supposed to be difficult. The main loop will not be a survival / wave based thing like this, this is just demonstrating the movement and some systems.

I wanted to make it feel like you were controlling a ship/submarine in water, and I feel like if there were less drag and stuff, controls it wouldn't feel like that anymore. But I hear you about the weapon pickup stuff

Yeah, this is gonna be a PvP game at the end of the day, so I figure full vertical movement would break a lot of things. I wanted to emulate the feeling of a jetpack or something like that

I hear you about the primary weapons. I'll buff them up.

(+1)
Yeah, this is gonna be a PvP game at the end of the day

Oooh, ok. That makes a lot of sense why the gameplay is in that state.

If I had to replace swimming up with something it would be a mix of jump and hover that would allow for vertical strafing around enemy.

Try spawning more enemies

I already did but twice is not enough.

I wanted to make it feel like you were controlling a ship/submarine in water

I can see that. While playing I thought that it would fit better if reskinned as large ships or planes combat. Shrimp is not a great match for this kind of movement.

(+1)

What about shrimp MECHS?

I'd never say no to a PRAWN suit.