Skip to main content

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

Thank you so much for the compliments and in-depth critique, it's very much appreciated! I'm really curious about this bug you mentioned, as I've never seen it before and it hasn't been mentioned by other players. Do you recall any specific instances of items that were missing besides the door switch? I know the difficulty settings will remove certain enemies and change some of the collectibles, but it shouldn't affect anything else as far as I know...

Addressing some of the other things you mentioned, I will probably power up the rifle a spec since others have said that it was a bit underwhelming in terms of effectiveness.  I also do like the idea of patrolling enemies. The only problem is that they're all visually designed to be facing the player at all times like in Bad Toys, unlike Wolfenstein and Doom where the enemies have sprites for 8 different directions, so it looks more natural if they're moving away from the player. There will be a large variety of enemies though, with various attacks that should keep players on their toes! I'll have to look into the framerate situation, as far as I know, GameMaker automatically caps it at 60fps so I'm not sure what might be causing this issue.

All in all, this was a very informative critique, and you pointed out some issues that I missed like the gunshot sound not adjusting to the sound settings that I shall address. Thanks again for writing this up! And again, if you have any more information about this bug, definitely let me know!

Lots of blocking decorations were not there... pretty much all of the chairs and tables, and flower pots in the first level, and all sorts of stuff in the second level including those rows of boxes? that hold in the two fuzzy pistol guys on either side of the hallway. I took a screenshot but forgot to include it ^.^

Yeah, rotations make spriting 8 times harder :P   In Doom (and maybe Wolf3d I'm not sure) they used a trick where some rotations could be mirrored, just to cut down on spriting time.

One other random thing I just remembered, I felt that the enemies blocking during death animation was a bit long. It is minor but if you could run past them a little sooner I think it would improve the flow

That's so bizarre. I have no idea how to go about replicating and fixing that issue, but I'll certainly keep an eye out for it. Thanks again for bringing it to my attention! I'll look into the death animation issue as well, which should be a simple adjustment to make.