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(+3)

I think the demo feels great. Movement has a good amount of weight to it, environments are clear but detailed, everything flows well, and weapons feel great.

That said, I couldn’t understand what the game expected from me. Melee enemies rush you for a fast reaction and drop dead quickly. Aiming is optional, meaning you can run and gun. However anyone with a firearm is dead accurate and you die quickly. You have no crosshair so you must rely on scoped or lasersight weapons, lean and sneak. Level design is also kinda funky, with cover spots on the one hand and cheeky enemy placement on the other.

You gotta decide if you’re going for a more tactical shooter or a faster-paced one, and tune your design to that. Because right now, you’re kinda stuck between both and satisfying no one.

(+2)

thank you for the feedback! 

one of the things i’m discussing with some dev-friends is how to approach tuning the difficulty right now because as you said it’s like the game is in-between two styles of play. 

i think i’m going to try to go for a looser/faster flow of combat rather than a no-mistakes precision style. will see how it feels in the next demo.