Please post any bugs, feedback or questions here. The game is very much a WIP, so any feedback will be very helpful and appreciated! I'll make sure to monitor this regularly. -Steven
Rogue-like FPS on proc-gen levels · By
On the off chance that you are not already aware of these problems:
- An average of 1 ammo pickup per level with at least 1.5 mags spent per level means ammo runs out too fast. Please consider either making a a melee attack or just increase ammo spawns.
- Menu options (mouse sensitivity and master volume) reset to default values after death.
- Brightness options would be appreciated.
Thanks for reading.
Hey,
Thanks for playing my humble game and for the great feedback. Yeah, I've been aware of the ammo problem, and am planning on a better system in the future. Melee is planned at some point as well, probably when I overhaul/replace the character controller. The menu options was definitely an oversight, and should be a simple fix for the next patch. I'm not sure if I'll be able to implement a brightness slider but I'll definitely look into it!
Cheers
I hope you get email notifications from comments like this? Seems unlikely you'd *check* here, but hey.
This little game is ridiculously good. Ridiculously. I understand, it's a very simple thing, just a procgen map with some basic enemies and solid AI... but it scratches an itch I've been looking for, for a long time. I love tactical shooters, but don't like replaying levels; memorizing layouts ruins the fun for me. So... for a long time now, I've been cycling through games--high budget, very professional games, mind!--looking for something that has the magical combination of randomized levels and tactical gunplay against enemies who *also* have guns. Nothing I've found is satisfactory! Rougelike/lite shooters are common, but they're NEVER tactical shooters. Tactical shooters are common-ish, but always have strictly static levels.
And then I find this little game, which is a demo of exactly what I want. It's not perfect, obviously, it has a lot of little issues, and no progression mechanics or anything, but when I get that itch to play a little shooter, this has just perfectly satisfied it. I'm so happy to have found this game. It confuses me that I can't seem to find anything else like it--this PROVES the concept can work, and work well!
Anyways, I did see you're making a game on steam, Arcticide. It's wishlisted, I'll buy it in an instant once you release, and then if it's good I'll buy copies for my friends too. I love the concept of that game, it looks to satisfy the same itch while *also* being very STALKERy, which is another place I've really wanted to see procgen (and as an actual FPS, not top down *ahem*). But I'm posting here to say that just this little tech demo is great, and I adore it.
(Please finish Arcticide, I'll be so so sad if it just goes silent and is never released. It seems like you abandoned the gigastructure environment idea, I assume to make the project more reasonable to complete, which is a little sad but is wise. Just get the basic game good enough to publish and then do so, pleaaaaaase.)
Thanks for the nice comment! Glad you found this fun, it's a mess but the core idea is something I also find appealing. I think I have seen some other indie games being made in this vein recently although I can't remember names, and I know 6daysofFallujah also has procgen (but it's more squad milsim I suppose.) Arcticide will definitely be released this year, at least into EA. It is more survivaly than this as you say but still a bunch of gunfights for sure. I also have a bunch of ideas for shooters to revisit later on, (including gigastructure) so maybe I can eventually make a better version of this type specifically. Cheers!
Thanks for the recommendation, though I did actually try 6DoF. To cut a lot of opinions short, you're correct; it's a squad milsim game. It's intrinsically not designed for solo play, and it's a bit too hardcore for me and my friends even squadding. I'll have to keep an eye out for the indie games, hehe.
I'm very happy to hear you intend Arcticide to be out so soon! Good luck with it, I hope it's successful enough to help motivate you to make some of those ideas! And not too painful an experience, aheh. I've only dipped my toes in gamedev, but it was enough to witness how demoralizing the job can be.
Thanks!