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(1 edit) (+1)

Really cool prototype. I love the DHT-style ammo counter, please keep it the way it is. The dodge is very fun to use with bullet time, extremely satistying. Guns all have a nice feel to them, each is distinct and the reload animations are really well done for such simple graphics. I found the recoil to be fun to handle, using bullet time to lead in the bullets as the muzzle rose and I continued firing. I like that I can go full John Wu with a shotgun and/or MG and snipe dudes with the bolt action.

Wish the level was longer, I wanted to keep going. I would give an option to turn off the lowrez filter.

Double-clicking will cause semi-auto guns to fire twice, especially noticable with shotties. I'd just wait for another input until the fire animation is complete.

(+1)

Thanks for the feedback!

That ammo counter is definitely staying that way. I'm glad you like it! I want more UI elements to look like that down the line, but sadly, there are a lot more higher priority features. Weapons are very much still temporary, until I get higher quality assets. But high quality animations are key for the FPS logic. The Weapon Animation system was the most recently fleshed out system.

A lot of the AI systems, and tweaks to Weapon Balance (including a Damage rework) are still required to really sell the feel. But it makes me happy to know it felt satisfying. 

For a future DD, I'll be planning on making a much better introduction tutorial, and a better level system. After AI, it's a top priority. A lot of quality of life features, and adjustments to the poor visuals are also high priority. I totally agree.

Oh, and that bug with semi-auto weapons was a bug that was meant to add Grace Time for more fluid firing. It's since been fixed, but remains broken in the demo. Thanks for pointing it out though!

Anyway, thanks again. I hope I'll have a lot more to give next time round, and that you'll check it out!