Interesting idea to tie your health to your combat effectiveness and also make it a risk and reward system! Works pretty well, only a bit let down by having no damage I-frames after taking damage, so it's quite punishing to fully utilize your stress meter. Cool characters and animations as well!
Breda University of Applied Sciences
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Thank you for the report Detective!
First of all, The bureau is very pleased to hear the notebook was helpful in your case. Your observations as a detective proofs again, seeing the list of improvements you posted. We are thankful for your feedback. The bureau will keep them in mind when moving forward.
Good work detective cwognum
Thank you for the report Detective,
We are first of all happy with the clear things you list here. The bureau will keep them in mind when moving forward. The reasoning behind a lot of our choices is often a weighing of diferent factors, your feedback will now be part of those scales.
The motivational words for us to keep going have been passed on to the team!
Thank you detective,
Your remarks have been well received by the bureau. Regarding the invitation, we will be looking into it as we move forward. It has caught our interest. We will be updating over the next two weeks and see what we do with GDWC along the way.
We are happy you drew our attention to it.
Detective,
We are happy to hear that you had a good time even with a genre a bit out of your normal comfort! Maybe you have found something new.
Thanks for posting your report. There are a lot of points there that we will be including in our next case review as the bureau plans their move forward. It will be very useful to us.
Thanks once more for the compliments.
Detective,
Let's start by saying good work on cracking the case. We observed your work with great joy, although the question of the murder weapon did seem to give you some trouble ;)
Thank you very much on uploading your game play video, this helps us move forward with the game.
Again good work detective AprilPandaPlays,
Hi there!
Currently, we are discussing release on the Steam platform for free, which would include support for the Steam controller. However, currently, we do not have any concrete plans for button/key binding, but we are discussing it as part of the release for Steam. We will let you know as soon as possible in future updates. Thanks for playing!
^MB
Hey there CoalFire, quite (happily) surprised at the fact that you made a video on our project. Since it was a student project I personally wasn't expecting much to happen with it. It was pretty fun (and painful, oh... the bugs) to watch your video.
You've currently seen almost all there is to the game. It's unlikely that there will be much (if any) content added to the game, though there is a sentiment in the team to at the very least fix some issues with the project, like the ones that popped up in your video, before we call it quits.
Some clarification:
- You hold the thumb-sticks to open up the weapon wheel (though that might still be bugged)
- It is the intention that you throw away your weapons after their ammo is spent
- The rocket launcher has a lock-on mechanic
- What you might not have seen: the drones can be critically hit in the eye and the thruster, showcasing different responses on both.
- There is another weapon; The Shotgun Fists, while not holding a gun or grenade, you hold the trigger and grip button and you punch (watch out you don't hit any walls).
- The drone seems to be bugged, so you were indeed going around the level in the wrong order because the drone misdirected you.
- The controls are all detailed in the readme.txt that should be in the same folder as the .exe file
Though we've been getting a LOT of feedback from fellow students play-testing our game, it's really cool to get feedback from an end user, to actually see what its' like for people who had nothing to do with its development. Thank you for your review/lets' play!
W.V. of Team Bioside