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(+1)

Nice game!
Demo is short and i wish there were more weapons to try. Actually how many are there? I found the plasma gun and some shotgun shells, but no shotgun. 

The SMG also feels a bit weird: I tried using the scope to head shot the first enemies from afar, but i don't think head shots do more damage then regular hits. So because of the recoil i didn't use the scope at all after this and just hip fired everything to death.

The visual style and the audio are pretty coherent, has soul and doesn't feel cheap. Had no bugs for the playthrough. 

Seems like a solid foundation that needs content and a little more oomph to the weapons. Hopefully explosives too.

(+1)

Thank you! Glad you liked it!

There's a shotgun right in front of the store. It was in deep shadow last demo but it should be easier to spot now. There's also a rocket launcher but that's hiding in a secret ;)

There is no locational damage so headshots make no difference. I do want to add a railgun that will allow one-shot kill headshots though, like in Unreal Tournament. The SMG's scope is more to have some kind of zoom available, and the gun looks cooler with it on.

That's good to hear, I've only just made most of the textures this year and I stick to a particular palette and workflow in the hope that that will be enough. Trenchbroom having a fixed default texel density also helps a lot. I do still know of some collision glitches you might run into near low walls and running alongside tables or stairwell walls, but I don't think players will run into those as much as the AI will so I'm not fussing over it for now.

On top of the RL I do want some throwable explosives, I just want some fancier decals first. The SMG is meant to be a last resort mostly used for building up stun so its damage is pretty low. It won't be a very long game, I'm aiming for about 7-10 levels roughly the same size or a little bigger. Now that I'm using the Quake tools for level design though, the iteration time is really fast so I'll see how I go over the coming year.

(+1)

Tried it again: Not sure how i could miss the shotgun. Feels way better than the SMG. Makes sense to have the latter as a backup only then. Couldn't find the rocket launcher though. Jumped across some vehicles, roofs and ledges, but nothing :(

This time i also tried to die. One thought about that would be to show the "You are dead" thing automatically after a few seconds. I think the player understands that hes dead because the HP hit 0, but just laying there, the screen not fading to black and nothing popping up until you click feels a bit off.

To add a bit of praise after leaving more critique: The heads of robots/saw dudes are a really cool idea. Just saw the switch from "Search" to "Attack" on the melee dudes when i let them kill me. Its a subtle thing that pops more on the walking monitor enemies, but it adds to the experience.

Yeah, the shotgun is a big step up. Oh the rocket launcher's there alright, but I ain't givin' any clues! I do want an easier way to get to it but it needs a couple extra assets I didn't make in time. And once the game is actually put together this level will be closer to the start and won't have all the weapons in it so it'll probably be replaced with some other pickup like a gas grenade or something.

That is a good point, I'll have to think about it as I would like to be able to keep looking around while dead, and I figure people will eventually click out of frustration if nothing else.

Yeah, they're a really old addition and I'm quite fond of them. The lighting on them is a little broken but I'm in the middle of changing file formats so that should fix up too.  I'm pivoting to having more human, drone, and mecha enemies so the saw dudes will be a bit less central later, and the TVBots will later on be relegated to just secrets with the current merc dudes mostly filling their role.

Thanks again for playing!