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(+1)

I think its really good so far, cant wait to see what becomes of it.

(+1)

Love the prealpha!

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Just a couple side notes:

Be sure to prompt the character if gun's ammo is full before reloading.

I only found one bug. You can get stuck inside a lever/switch door if you have been taken away. Only if you haven't flipped the lever/switch in that room. Check spawn points inside doors. Here is the bugged area. 

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Keep going! Awesome job so far!

(1 edit) (+1)

Fixed it by adding a switch! Will add this to the next update


(+1)(-1)

OKAY, Some big problems.
Need to be able to reload and aim/shoot WHILE MOVING. (Else it's just a death trap.)
Production is good. Artwork is Fine.
But if this is gonna be this kinda survival, you need to be able to aim, shoot, and reload while moving.
Got to like 3-4 of those buggers swarming me after the armored one. Not cool.
The mini game (grapple) would be better as well if you gave the player like 1-2 seconds to situate themselves.

GREAT POTENTIAL, but needs some fine tuning.

Thanks for the critique! Agreed on the points, although those features would be for later in development. There have also been complaints about the gun being too weak, which is probably why you got swarmed in the first place.

As for development, currently buffing the gun and adding more creatures.

(+2)

i think the gun is fine, maybe a difficulty setting for later would benefit the varius peoples difficulty-opinion

(2 edits) (+3)

I personally like fact that you can’t reload while running and that it takes so long to reload (after all you can stop any second) because it makes game fair bit more difficult and forces you to prepare for bigger encounters not just YOLO speedrun’n’shoot.

Agreed on grapple delay tho because as of now you may accidentally push yourself straight into death in minigame if you accidentally run into enemy, since controls are immediately switched to minigame. So if you were just running left and enemy falls from ceiling triggering minigame you immediately start moving left in minigame and sometimes it results in almost insta-death

(+1)

Not gonna lie, the game would be super easy if you could reload and move. Having to stop to reload makes it more tense, and you can always run back from where you came, as nothing spawns behind you. You just have poor planning skills... I would hope there will be an option to turn this on or off, if the Dev actually implements it. 

(1 edit) (+1)

Yup! Not being able to reload while moving is now set and stone, since it's part of the balance.

Plus, implementing the reload + moving takes time away from adding more content, so I'll just keep the reload mechanics as is. :)

For the reloading part... Yes, it is kind of annoying, but with it removed it would be too easy, and its the same fir the minigame, instead i'd say to put a cooldown on the defence and make only the creature you escaped stop when you win the minigame, not all of them. I fell like its too easy, like i need something mire challenging... Maybe add different difficulties would solve this problem. This way, both those who just want the content and those who want more of a challenge will be satisfied. 

Viewing most recent comments 441 to 443 of 443 · Previous page · First page