Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

something I don’t like is that headshot don’t do a critical hit. I don’t think there’s need for melees combat be separate from weapons, it should have it’s own button

I’m really aping how the boomer shooters actually played back in the day, especially Quake 3 and UT2004 so headshots are going to be a unique ability for the railgun, and doing a weapon-switch to perform a melee attack is supposed to be something you have to practice.

when I fight the mecha I just run around it while I was punched it to death.

This is also intentional, I’m taking enemy design straight from Doom (the originals) where the challenge comes from how enemies combine and one-on-one is relatively easy. The levels so far are all in the first half of the game so I’m not concerned about them being too easy while I build up the roster.

I think the speed of the character is affecting the damage

It is, the only way to one-shot a regular merc with the spike is to hit them unaware at a full run. If you even click to late and it connects after you bump into them it won’t work properly. Making this sort of thing too easy I think actually harms replayability as it lowers the skill ceiling.

first level feel too dark for me, maybe lighten it up a little bit.

I know, particularly if you have an OLED monitor or some other fancy type your darks will be much darker than on my own monitor. I’ll be adding a flashlight and a gamma slider for DD57, and a set of NVGs as a powerup in a later DD.

check out Far Cry Blood Dragon

I 100%ed it twice years ago, I refuse to install it again because it needs that stupid Ubisoft client which probably doesn’t even work on Linux anyway. I get my ideas more from Duke Nukem 3D, Shadow Warrior Classic, Doom WADs, and Shogo MAD

I also liked the MC, so I made a little drawing of her.

That looks great, saved! Thank you!