Thank you! Hope I ever get around to it but I sincerely doubt it lol
Mat
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Really cool and stylish. Made it to the room with the spiders on the pillars, which was a lot of fun to fight in. Level design felt a bit too 'real location' up until that point for such a style heavy game but maybe that's just a way to slowly introduce the player to the world. Also I think a bit more air control and dynamic movement could be really neat. Can't wait to see what this turns into!
Thanks a bunch for the lovely comment! There's a lot of great feeback here, and a lot of things that have been bothering me as well. It's important to keep in mind though that endless mode is not the core game mode, so I need to be careful not to make everything work perfectly for endless, only to find more issues in the campaign mode as a result. Still, everything you mention I definitely agree with and I've been tinkering on solutions for some of the issues. Multiplayer would be an absolute dream but from what little I know about network code I can already see that it would be an insane amount of work, so it's unlikely to ever happen sadly. Funny you mention dashing, it's something I'm exploring at the moment after seeing how brilliantly it works in Doom eternal :o)
Thanks again and I hope you check out the eventual 'real' demo release!
Hey there! Thanks for the feedback. The slowmo effect on mouse sensitivity is definitely something I'm looking at more closely after many people pointed out issues with it. So there will most likely be an option to set a mouse sensitivity minimum for slowmo, to avoid players with naturally low setting to have their mouse practically locked.
That's a really good point! It's something that I found bothering me a bit too (the backpedalling heavy gameplay, due to the fast running zombie guys). I am currently fleshing out some enemy designs that encourage (or require even) chasing down and being very aggressive. One will be an egg laying type of enemy that will actively avoid the player and be a threat purely by laying eggs out of which lesser enemies hatch. And there's a few more I have in mind that I think will change the gameplay in this sense. You're definitely spot on with the level designs concerns too, as I'm working on a first set of campaign levels I'm finding that my current enemies don't hold up so well in tight space. Might actually end up doing campaign-only versions of them with tweaked ai's... Thanks for the awesome comment!
The movement definitely takes a little while to get used to. But when I eventually release it the campaign should definitely still be enjoyable on lower difficulty settings! I plan to balance the lowest difficulty around my gf being able to finish the game without too much trouble, so that will be very very easy lol. Thanks for checking it out!
Thank you! The focus really shouldn't be on conserving ammo too much. You can check out exactly where ammo respawns (it does! But somewhat randomly) during the warmup phase. I think with a bit of practice it quickly becomes apparent what weapons excell in what situation, and then using the right tools for the job translates into lower ammo consumption. But that being said there's definitely some finetuning necessary when it comes to all of those numbers etc. Campaign is already in the works!
Thanks a bunch! You can press M to flash an ammo overview but this is a quick fix really, I'm simply leaving hud/ui work for the later stages so a good ammo indicator is missing atm. In terms of ammo scarcity though, some fine tuning aside, it shouldn't be too big of an obstacle. Although sometimes one gets quite unlucky with the random respawns but generally if the right weapons are used in the right situations the ammo consumption can be kept in check somewhat. The warmup phase initially is also intended for the player to clearly see what spawns where, so there is no blind searching for ammo pickups.
The flies are definitely what I'm getting a lot of mixed opinions on so they might get some serious rework. They are the most dangerous enemy by far atm but I feel like there's no use working on finer balance until I have more content, especially levels. Thanks a bunch for the feedback, I really appreciate it!