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(+1)

This was an interesting one, I liked the combination of dungeon crawler and FPS with System Shock style free-aim shooting.

The weapon variety was neat and felt satisfying enough. I especially liked the addition of the Boomer that could shoot around corners, an interesting tactical choice for these types of games.

I did notice some issues though, for starters it seemed almost like my blaster projectiles were colliding mid-air with enemy projectiles. Because me and a robot would be standing in a hallyway looking directly at each other, firing away and it seemed like impact effects were spawning at some point in between. Neither of us would be taking damage, or at least the robot didn't seem to. Might be something to look into.

There also seemed to be a range limit to projectiles, trying to fire at the 3 elites near the end game from the end of the room wouldn't deal any damage. Don't know if that was intentional or not.

Also the performance for me was just AWFUL. My PC isn't exactly old or low end, so I assume it's just a facet of having an Unreal game and not enough time to optimize. It caused me to turn or move further than I meant to a few times.

Speaking of the movement, I have to echo other comments about Q+E being strafe instead of turn. I think some games have used it in the past, but quite frankly it just does NOT feel good in my opinion. Especially in a game trying to lean into the FPS genre a bit, not having WASD was very disorienting. Combined with the performance issues it lead to me taking a few more hits than I think was warranted.

Back to the positives, I like how the enemies stand out due to the lights on their heads turning from blue to red when aggroed. The chickens clucking when  the player is near is a nice way to make finding them easier. And I REALLY appreciate having a checkpoint system in a jam game!

Oh and finally I like that this game sticks to a 10 minute time limit. I know this jam has some entries that can last over an hour so having a short but sweet entry is a nice treat!

Good work!

(+1)

Fully agree with movement, it was big mistake on my part which i should changed but just did not in the time. 

The projectiles are definitely hitting each others, i notice this recently and it be easy one to fix but cannot for now. 

This a range limit for the weapons but if feel to short i could make it longer but i added limit to make harder to exploit the AI by attacking it too far away for it to do anything.

Performance is something i wish did had time to sort, turning off lumen and some other settings off might helped but honestly forgot about them.

Thanks for trying and the good feedback, it is very helpful.