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(4 edits) (+2)

Very good presentation. The godrays were :chef_kiss:. I can feel can be big. Finished it 42 minutes, and probably over 1/3 of that was spent on the last boss. I think he's way too tanky. I get that you, as an experienced player, were spamming grenades or something but you can't expect that from a first time player. I also feel like his patterns are unbalanced. His tackle attacks are way too fast for me to react properly, so it made me stay in the corner for most of the fight, where those attacks didn't ever reach. His other patterns are very easy to dodge. There's a pattern where he spams bullets when he gets on low health, but it's completely harmless. The only way you're going to get hit by that is by trying to get hit on purpose since he never aims at you. 

I didn't have issues with the enemies except for the worm that goes under the ground. It's hard to tell where it's going to appear from. 

I found the game hard at first, but after a decent couple of deaths I got the hang of it. I think that could be eased by adjusting the difficulty curve. The dashing beetle doesn't feel like an enemy you should meet within the first minute of gameplay. Yeah, I know it's a short demo and you can't do much about it, but I wanted to mention that. I think the game is pretty intuitive though. 

A couple of suggestions: I would really like if the mouse/aiming position affected the camera, rather than adjusting the camera using the direction you are moving to. One needs to see what they're aiming at better. It would also help in seeing what kind of places you're falling to when aiming down. I would also like a way to exit the menu using the mouse, like the return button you have on the weapon menu. Speaking of that I really like how you can select which weapons you want enabled. I would also really like for you to add a way to change weapons using the number, at least on keyboard, like an FPS.

Oh, I also think the basic gun should autofire. I get it's a basic bitch weapon, but you can just make the fire rate low. I'm not a fan of constant clicking. I think you should also auto-switch weapons once you run out of ammo.

A couple more of things to add about my experience.

I didn't use the dodge button very much other than for sliding. It doesn't feel that much faster from walking.  The backdash feels obsolete when there's the forward dash. The double jump/air dash thing felt a bit hard to get used to, and I didn't notice any situation where I would want to use the air dash over the double jump. EDIT: I ran out of grenades just when I needed them to progress and I had to farm for a bit to some. I guess that's the problem of mixing progression with ammo. Before I got the pulse rifle I thought my health was the ammo count for the longest time. Maybe it's because it's just above the weapon icon. Idk. Like another comment said, I wasn't a fan of immediately falling down after bumping your head on the ceiling.

Other than the pulse rifle there was some kind of machine gun, but I couldn't pick it up. I tried every button (does G not work anyway? I never saw it do anything) to no avail. No idea what was up with that. There were also some kind of graphical artifacts around the borders of the tiles in the first room on my nvidia. Pic rel
Anyway, good experience, but hard as balls.

very thorough, much appreciated. I neglected to include the interact key from the controls, you can press E to pick up temporary weapons