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(+1)

Hey Federx!

Here are the negative things I noticed while playing through (A)WOKEN:
1. Post-processing & slow-mo causes issues for my ultrawide monitor where it looks like a 16:9 overlay is applied starting from the left side of the screen leaving me with one screen for the game in 16:9 super-imposed over another in my regular resolution.

2. Some of the buttons for the level select menu did not work unless I was in a 16:9 resolution.

3. Going into fortress mode seemed to get rid of the footstep sound effects.

4. I like that I can hold back and press shift to turn around quickly, but when I hold back-left and back-right I still end up getting turned around quickly when pressing shift (which to me does not feel natural).

5. Is the shotgun hit-scan with a single raycast? I ask because I was only ever able to hit missiles out of the sky with it (which is a cool thing to be able to do!) if I clicked on them directly.

6. I think the inventory menu needs more labeling. I had no idea, for the weapons, which slot on which arm I was going to be changing out when selecting between different weapons.

7. Having to hold 'C' to heal feels a big cumbersome. Would be nice to be able to toggle it.


I was impressed with the variety of weapons in the game, but I do wish the enemies were more of a challenge. I never felt very threatened by them, but maybe I only played the easier levels.

Overall I think you're doing good with getting the vibe of a chunky bipedal mech down. The view from the cockpit is quite nice. The shaking of the cockpit and the sounds of the mech whilst moving do a great job of making the player feel its heft. Excited to see your progress in next demo day! Keep up the good work!

you night just have enlightened me of why exactly so many people complained about the quick turn in the past.

the shotgun fires multiple raycasts, but the damage they deal rapidly decrease with the distance.

sorry about C but i will not touch the default hawken control scheme. (proper rebindable keys will come eventually)