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TL;DR: Really good, needs more satisfying effects. I realize that probably stuff is missing so I did not focus on that too much.



Ok so actual review:
I kinda disagree with MartinArthur's point about the combat in the hallways. I actually find it engaging when I run into a hallway and a guy is shooting at me, so I have to backpedal, lure them towards me and then shoot me. But yeah maybe the level design could  be better, idk. Not a game designer.

For me, this game is really good and what it needs most in my opinion is polish. I already love the blood splatter and the fleshy death sound effect. But the guns need to sound more punchy too and in general I still feel like theres room for improvement in this entire juiciness department.

Also I felt like a teeny bit more healing items would´ve been in order, cos I was constantly upgrading my health, to basically heal.

Oh yeah, when you hit enemies and when enemies hit you - this could also use some visual and audio feedback, again, something juicy. Cos right now Im never sure if I do hit an enemy or if they hit me.

Other than that I find the game really good. I actually enjoy it because its just simple mindless walking and shooting at guys, which is quite relaxing and satisying.

I also appreciate how much was done with the art direction, with little textures and simple lighting. Chefs kiss.

I know that a bunch of stuff is missing such as the ammo indicator, or the ability to look at controls while in game, or whatever else, but I know that that's coming. So I gave this feedback more in terms of the juiciness which I personally would desire. Think the juiciness of Diablo. MMmMmm yummy.

Also, exploding barrels would be so cool. Or mby they are there but I didnt get to that level yet. Idk, writing this while still playing  the first level because its quite big. Maybe the levels are actually a bit too big for demonstration purposes. I'd make them smaller if you want to efficiently  showcase ALL that the game has to offer. By efficiently I mean in a reasonable amount of time, think of the end-of-school-year demo and how little time the average joe there has to play.

kill all release date when

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I can't play KIllAll because I'm foolish! NO! I just got outta Signal Lost because I'm FOOLISH! BRING IT BACK! I don't know how to Shard Dash because I'm foolish. I didn't show up to my own game jam, that's foolish. No, on Milo's Bubble Adventure but recording myself shooting. GOODBYE. That doesn't make any sense! That was FOOLISH. That GARBAGE I've making, its not video games, no thank you. C'mon get outta here!

sorry Maxulienka it's taking me long but im STOOPID. NAHHHHHH. Can't think of any games because I'm STOOPID. BRING IT BACK! Told them it's auuuuuutism like they accuuuuuse it. NO! They don't believe that stuff, think that's foolish. bag ma- can't add up my Dichroma because I'm clueless. Hey, no, hey, I don't know anything, be quiet!

do NOT touch my signal!!1!!11!!1

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The gunplay felt clunky with delayed aiming and also no visible bullets this caused for really infuriating gameplay.
The level design leaves alot to be desired, the hallways are cramped while the main rooms, where the combat takes place, are mostly open with props on the sides, making the rooms feel more empty and big, than it actually is.
The enemies, despite having simple AI, are a pain in the ass to fight. The bullets are too fast to dodge in the hallways and the melee-ranged enemies have too much health to counter. Overall for a school project i enjoyed the idea of a roguelike assymetric but the execution was mediocre at best.

Overhyped.

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youre just a hater.

What were you doing at 01:00 in the morning?