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rikkamus

2
Posts
A member registered Oct 10, 2021 · View creator page →

Creator of

Recent community posts

Hi, I am really happy to hear that you enjoyed playing my game! :)

The pickup radius of ammo drops does seem to be too short, so I'll increase it to make drops easier to pick up.

Enemies getting stuck on walls is an issue with pathfinding (it does not account for the size of the enemies' collision boxes). I've tried to fix it multiple times during development, however I was unable to find a solution that wouldn't end up breaking other things.

Walls actually used to be fully solid to bullets, but it caused problems when standing in front of a wall and trying to shoot. I have a solution in mind that could make wall-bullet collisions work better, so I might try experimenting with it! And after reading your comment and doing some testing I also realized that collisions with servers are somewhat broken, so I'll try fixing that too.

The AI is definitely a bit bland. That glitch was probably caused by the way I handle pathfinding (either there was a traversable gap they incorrectly assumed was too narrow or you moved and they didn't update their path quickly enough).

Trying to balance the shotgun has been finicky, but I might perhaps increase both its damage and spread, making it more suited for short range. I might also try reducing the range of all guns.

Your suggestion about the boss's behavior after being flashed does sound quite enticing! I may at least make the boss take more time to teleport after being flashed - making him more vulnerable to flashbangs.

The guns could be more spread out for sure. I think the main issue is that almost all of them are located in the lab (and the rifle and shotgun are only used in 1 or 2 levels each). I'll try giving shotguns and rifles to some of the soldiers that currently have SMGs and make all enemies drop their guns on death and see if it works well.

And finally, I'd like to thank you for your feedback! Don't worry about it being too long - it actually helps me improve the game and learn more about game development in the process. I'm very grateful that you took the time to write such a comprehensive and insightful comment!

Hi, thank you so much for your feedback! :)

Early in development I wanted to make the game feel tactical and making the reloads manual was intended to slow down gameplay. Later on, I decided to settle for a more arcadey style, but kept the manual reloads and some other "tactical" elements, so I get that it feels a bit out of place.

Dodging was just thrown on top of everything because I wanted to give the player another ability. It could definitely use some improvement (though I don't think there's much that can be done about it now) and I'll try to make game mechanics more grounded in actual gameplay in my future games.

As for the music, I have considered giving each environment a different track, but I didn't do it because I had some trouble finding music that would be (at least somewhat) fitting for the game. Your suggestion is great, however I'm a bit worried that the switching between tracks may be a little too frequent. I think I'll experiment with it in a future update!

Once again, thank you for the feedback. I'll see if I can revisit some of the mechanics and try to improve them a bit if I have the time. :)