Skip to main content

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

This is fantastic feedback thank you very much! How did you find the enemies? Where they too bullet spongey or do they feel okay to you?

I thought they scaled pretty well. The first guys going down in about 4 pistol shots felt about right for both a starter enemy plus the starting weapon. I think this is roundabout where I started to feel that slot 1 weapon needing a buff though; if we look to classic Doom as a point of reference, there's a massive spike in damage output as soon as the player picks up the shotgun for the first time.

Further on there are the guys with the red lights on them and their tougher counterparts with the blue lights, and I was one-shotting the red guys with the shotgun but had to hit the other guys a couple of times, which felt like a decent escalation of difficulty.

I'd say don't be afraid to go overboard later in the game; bullet-sponges are actually okay so long as the player has the gear to deal with them 👍

One other thing, it might be an idea to add a melee weapon, or at least a gun that's weak but has infinite ammo (like Quake 2's blaster), as I ran out of ammo for a while about maybe a third of the way through my run. On the one hand, this was excellent for cranking up the tension, but did leave my shooter protagonist feeling more defenceless than necessary.

This is great feedback, just the sort of things I needed to know to improve from the demo. It's really hard to try and correctly balance a game when you play it constantly 😂 I fear of getting the 'driver curse' where the first level of that game was so difficult to new players but very easy for the Devs.

I truly appreciate the feedback, thank you so much