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(2 edits)

-The description on how to "beat" the demo is very obtuse. How many levels total there is? I've got to level 22 and the game was still going. "Two levels 10 times in a row" would be a total of 20, no?
-Killing bosses (or anyone at all) seems to be irrelevant - the portals will always let you through. Probably an oversight
-Despite the disclaimer about increased ammo amount, using guns with light weight ammo is a death sentence - they deal at best 2 damage per shot and chew through your ammunition like crazy. Unless you find a weapon using another type of ammunition, you have 2 choices.
First is not killing anyone or hoping that whoever you kill drops an ammo box (which can't even refill akimbo pistols to max, for example it's like 18 or 20 ammo per box).
The second option is killing everything and then using your foot, eventually dying in the process
-On the other hand, things like tri-shotgun or MG are demolishing everything at very little ammo cost
-Grenade launcher feels much weaker than I've expected it to, the blast also leaves a lot to be desired
-The weapons that don't use normal munitions (like the Eye or the book) seem to be in a very weird state between being OP and borderline useless. If you don't have a 2nd weapon that's using normal ammo, you will eventually get shafted by lack of ammo drops on an especially unlucky floor and it's gg.
-Blaster is the shittiest weapon I've seen, it's like a worse pistol that misses twice as often
-Enemy projectiles all seem to have more or less the same speed, with said speed being slower than player's running speed. Kinda odd, because that means that you can just outrun everything.
-Every single enemy is just shooting, I think there's very small amount of those who attack the player by ramming/biting/slashing. Pretty sure the only thing that deals damage on contact are those big crystal chunks, but I'm not sure
-No enemy collision
-Portals should be reworked. The fact that they can "magnetize" the player towards them is incredibly annoying - what if I wanted to stay on the level for a little bit more to get ammo or check out other weapon crates, but accidentally backed into a portal? GG no re, says the game. I can think of two solutions to the current portal mechanics:
1. Show some kind of popup when you're standing at the center of the teleporter, then make the player hit confirm to actually TP
2. Introduce a slow gauge that will slowly fill up while you're standing on the teleporter, letting the player walk out before it auto-TPs them to the next level
-Only found one alt fire, and it was for akimbo pistols. I assume in the final release (whenever it happens) all of the weapons will have one?
-Sad that the player can't personally tweak the settings like chaos or low gravity
-AI seems to be not the smartest, on more than one occasion have I noticed enemies doing pretty much nothing

-Visuals are very reminiscent of Post Void, but with less aggressive filter
-There's both a lot of enemy variety and not a lot of distinction between 90% of the bestiary. Usually it's some vaguely purple/black thing with tentacle and eyes. I'd like to see something more distinct in the future, like the contrast between the chtonic enemies and the statues/snowball fellas
-Still, always nice to see someone with a developed style

-Lack of enemy and projectile sounds is critical, so I'm going to point it out. If your enemies don't make even stock sounds, it's hard for the player to figure out if somebody is after/behind him or not, which can lead to cheap shots and cheap deaths. Since you're using DOOM sounds you might've used some enemy grunts/projectile sounds as well to give player better understanding of their positioning relative to the enemies
-Same with portals which are in desperate need of some sound cue, with issue being explained in the gameplay section

-Not having mouse sensitivity setting in a shooter makes me irrationally angry
-Game could very much benefit from a map and having indication on which floor you're on
-Also from an ability to hold down mouse button to shoot continuously, as opposed to clicking

Interesting take on roguelikes with a nice artstyle, but better put it back in the oven for another 6 months or so to work out all the kinks


Here's a link to the doc with some recordings. The pacifist playthrough has a funny level generation bug at the very end, probably should be looked into.
https://docs.google.com/spreadsheets/d/1Prwa_Y_pj4DKeLiee2HIJjmXHrlGm9VuiyllJpNz...