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(+1)

Took roughly 1h to beat.

Title Music is pretty nice, I like the slow start, but the Titlescreen itself is lackluster I think. Could use more Flair, if you're keeping a drawing of the main Character, consider a more interesting Pose then copied from a reference Sheet.

Nice that theres a small and concise changelog at the beginning. Not nice that the Ocean has an invisible Wall, consider having Sharks, Piranhas or whatever eat the Player when swimming too far out, or drown from fatigue or something.

It feels like it'd be great to sneak up on the Guards and backstab them, but apparently they don't die from one stealth hit with the Knife. Sad.

Your Vehicle has no Drivers Door, the same Metal Texture everywhere, including the Wheels, and overall feels very Barebones. Compared to the Tricount on your Hands especially, I think it could use more Detail.

Headshots do a ridiculously small Amount of Damage.

I like that Guards can hit each other, I don't like that they don't react at all to it.

Gut Stuck once when jumping up the Shack without Roof, probably got between the Crate and the Plank or something like that.

When you jump into the top Corner just the right Way you can slow your Fall down immensely, feels like a Bug.

Transition between Beach and Rocky Path is odd. Path also severly lacks in Detail.

The Pillar-Area afterwards is too dark, I couldn't see a lot of the Environment.

Your Enemies feel too tanky, and their AI is very stupid. Often enough they just run into a Wall when you're on the other Side, and start shooting at it, instead of trying to see if they can actually see/hit you. Needs improving.

Mecha at the End is a neat Idea, but needs to be put into Scene more. Also needs better AI, you can just crouch on the other Side of a Truck and shoot its Toe until it dies, since it'll just blast everything into the Truck.

Level 2 Music is really nice, and I like that every Time I try to reach somewhere I think I'm not supposed to go, that I can make it and find some minor Thing, a Medipack, some Armor or Ammo or something. Also the surprises and leading back into itself in general of that Level is nice, but it could use some more Props and a less Square Road Layout I think,

Guard fell into the Water next Level, started to walk across its floor instead of swimming. It's nice that the Machine Gun has Zoom, and that due to the Enemies often being decently far away makes me actually use it while avoiding Bullets, instead of just sniping while unseen, or being too close/hectic to ever have a Reason to use it.

Music isn't as nice as Level 2.

Still very dark Shadows, a Flashlight, or lighter Shadows would be nice.

The Channel(?) is bad, put something under the Water. Also it has an invisible End when going out to the Ocean aswell.

City Level is too big. Not in a Time it takes to beat Sense, but just the Amount of walking and back and forth without anything going on, across empty incredibly wide Streets.

Overall pretty Enjoyable tho. 

(+1)

Took roughly 1h to beat.

Rookie numbers.

Titlescreen itself is lackluster I think.

I’m not sure when I’ll get to this but it really has lagged behind the rest of the game. I have a few ideas but they may have to wait until DD58.

Nice that theres a small and concise changelog at the beginning.

All for demo day <3

Not nice that the Ocean has an invisible Wall, consider having Sharks

I do actually plan on having sharks at some point. There has to be an invisible wall eventually though, more surface area needs more lightmap data and the map compiler has a hard cap on the map dimensions (admittedly much further than I’ve gone but still)

they don’t die from one stealth hit with the Knife. Sad.

They do, but you need a run-up. Velocity affects melee damage.

Your Vehicle has no Drivers Door

Of course not, it’s an APC, everybody gets in and out through the back.

I think it could use more Detail.

I messed up on the texture density for this one and I need to come back to it. New assets take priority though.

Headshots do a ridiculously small Amount of Damage.

There are no headshots. That will be a unique ability for the railgun.

Gut Stuck once when jumping up the Shack without Roof, probably got between the Crate and the Plank or something like that. When you jump into the top Corner just the right Way you can slow your Fall down immensely, feels like a Bug.

I’ve pushed Bullet 3D about as far as I can get it. At this point the next step is to just rip it out and do my own collision detection. That’s not going to be until I’ve at least added all the enemies, items, and levels.

The Pillar-Area afterwards is too dark, I couldn’t see a lot of the Environment.

Flashlight and gamma slider incoming for DD57

Your Enemies feel too tanky, and their AI is very stupid.

The hitstun counteracts the high health a lot. And yeah the AI is very barebones, as stated in the level changelogs improving it is my priority for DD57.

It’s nice that the Machine Gun has Zoom, and that due to the Enemies often being decently far away makes me actually use it while avoiding Bullets, instead of just sniping while unseen, or being too close/hectic to ever have a Reason to use it.

This was pretty much my intention, good to see it coming up naturally!

City Level is too big. Not in a Time it takes to beat Sense, but just the Amount of walking and back and forth without anything going on, across empty incredibly wide Streets.

I have some devious plans to address this…

Thanks for playing!