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coilwhine

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A member registered Feb 09, 2021

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Very promising start you have here. I didn't get all the way through the demo (though I assume the room I got to with all the spiderpopes on the platforms was probably either the finale or close to it) but I had a pretty good time with it as far as I got. Encounters feel very fast and lethal, almost like how I imagine FEAR would be without bullet time and hitscan enemies. The visual style is already fantastic; it succeeds at being both very oppressive and having a good color palette, and I'd say you even out did DUSK's industrial areas. Some criticisms and suggestions I have:

1. When you flip switches it wasn't that well sign-posted WRT what area you opened up. It wasn't a very big deal in this demo, because the opened up area was never more than one or two rooms away, but it could end up being a problem in future levels so I figure it's worth thinking about.

2. I think the new shotgun model is good, but in the middle of combat when you're keeping your eye on other parts of the screen it can be easy to mistake it for the MG. Sometimes I would mistake which one I had equipped and use it in a less appropriate situation. If you didn't want to make a whole new model for one of them, I think adding a bit more color to spots on the MG might help; maybe put some green on the tips of the crosshairs, or if you wanna get really fancy you could put a little transparent window on the ammo drum that shows the bullets inside.

3. Concerning this demo level in particular, I think that the place I died (the bouncy spiderpope room) could use at least a small ammo (and maybe health) drop before your go in. I totally ran out before I'd managed to kill any of them. I think I saw a couple scraps of it laying around the bottom of the room but it was hard to reach while being chased by the ground enemies and dodging the homing missiles.

4. The role of the robo-spiders seems a bit redundant with that of the soldiers. Perhaps instead of shooting straight projectiles, then could fire arced ones with a larger hitbox, and maybe stand still while they're firing as well.

5. You mentioned in a reply to another comment that you're struggling to come up with a good secondary fire for the MG. What if it let you use 2 or more rounds to fire a single more powerful shot that has a slower firing rate, like an analog to the magnum in Half Life?