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Played for roughly 30m.

You're Models are too high fidelity for their Texture Size I think.

You also have some weird Mipmapping Artifacts and very incosnsitent Detail Levels throughout your Assets.

I'v never been to a Nightclub in Shanghai, but I'm fairly certain they aren't that spaceous and empty. Your Level design needs work.

Enemies are pretty spongey, and I found the best Tactic was to just stand behind a Chair or similar, since once they're in Range of you they tend to stop and stare at you if there's a small Obstacle between them, instead of shooting at you. Bullets are also massive and shiny, I don't think you need that, just having Hitscans could be fine.

When your Car opens its Doors, it just gets a second Set, looks bad.

Jumping to climb up that Ladder is bad, I kept automatically jumping of, but luckily you apparently can just climb any Wall by continuously jumping into it.

Your second Level feels as empty, you don't need Streets that wide I think. You can jump out of Bounds from the Balcony onto the Wall. Got the Key, pulled the Lever, Tram still refused to move.

Luckily since you can jump up Walls, and I'm out of Bounds anyway, I can just jump over the Gate.

Sadly I can't finish the Level. I could get all the Way to the last Door, but the End Trigger is boxed in. Fix your Tram.

Hi, did you clear the rails for the tram by shooting the wood?

Probably not. I did follow them, but did not realize there's Wood on them anywhere.

No problem, I'll keep that in mind that they might not be that obvious to see. With regards to the other stuff:

I'll be working on the various props in the game, such as chairs and tables, making them lowpoly. They're all from asset packs and just dumped into the levels for now. 
I reduced the mipmap bias to try and give the image a more grainy, pixelated look. Otherwise mipmaps ruin the pixelated effect at distances further than a few metres. However, I can't disable mipmaps completely because otherwise it ruins distant textures. I'm not sure I can get it better. Would you have any ideas on how to fix this?
I'll work on making the enemy ai a bit more dynamic. I'll try and make them move around more and reposition.
Enemy bullets will be getting a new model. I don't think making them hitscan is the right move. I've always hated hitscan enemies in games like doom, because you have a lot less options to fight them. Being able to dodge an enemies shots is a good feeling and I'd rather build on that.
The enemy car will be getting a makeover. Currently its a placeholder.
Ladders are shit, I agree.
Didn't know about the wall climb exploit. Will definitely fix that. Thanks for finding it.
I think I might add some buildings to separate the uphill and downhill roads in the center of the map. That should hopefully make the map feel less empty and make it more convincing as being a busy shanghai street.
Will fix out of bounds exploits eventually, not a big priority for now.

Overall, thanks for all your feedback. It's very helpful, probably the most helpful I've got from this demo day. And thanks for giving the game a go!

>Would you have any Idea on how to fix this?

Better Mipmaps? Potentially handdrawn. Sorry I can't be more helpful, just try out a few different approaches I think.