Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

This game is really interesting. I love the aesthetic, the concept, and the story. I've done game design and lore writing, & I've worked on games such as Kanpeki & The Forest I.

The game is pretty obtuse, and very little is explained to the player. Combat is very slow and passive, similar to the souls games. The graphics are pretty well set up, but the frame rate suffers and the assets used feel a bit wonky. The levels are very well designed and fun to navigate, with plenty of cover and stealth options. The ammo system feels unnecessary, considering the games focus on quickly firing, running, and reloading. The game has some serious bug issues, and at one point I was warped into an empty room with a single, invincible enemy inside. The 2D art is stunning, and I wish the game had more in that style.

I would remove the ammo system, add in some frame rate optimizations (namely culling, LoD, baked-in lighting, & chunking), and get a 3D modeler to help with the models. I'd use Unity's built-in raytracing bake-in system to give the game AAA looking graphics without performance costs, and then put a simple shadow-casting system on top of that for dynamic lighting. I'd also move character dialogue from text bubbles (where it's hard to read) to the bottom of the screen, as well as an indicator (either "Name:," colour-coding, a graphical indicator, or voice acting to make clear who's speaking)

Beyond more surface-level changes like that, I'd really try to lean in on either fast-paced aggressive combat, or slow, stealthy systems. I'd completely do away with ammunition, and focus on a more seamless gameplay experience. I'd probably make the game a 3D Metroidvania-Lite (such as the Dark Souls Game) with the story missions accessible through a menu of some sort that would place a beacon their in-game. I would, however, discourage the addition of features such as mini-maps, quest lines, or the like–-as they could detract from the immersive experience the game is trying to provide.

I think this game, idea, story, world, & style all have great potential. You're clearly a pretty skilled developer to be able to put something like this together in just two weeks. I shudder to imagine what a developer like you could achieve in a few months.

I would get a game designer, and a 3D modeler or two together (maybe something like RevShare to avoid overhead costs) and add in voice acting with something like voicelabs or descript (which are pretty cheap & easy to use). Then, I'd follow a few tutorials (you can find them online) to bring the graphics to the next level and optimize for a better frame rate.

Best of luck with future projects! I'll follow this game in case you decide you want to keep developing it further!