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KNIFE UNIT - WIP's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Controls / UI | #12 | 4.400 | 4.400 |
| Overall Fun | #16 | 4.400 | 4.400 |
| Art / Graphics | #26 | 4.400 | 4.400 |
| Sound/Music | #39 | 3.800 | 3.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Genre
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Sandbox
Open World
Rating
For 13+
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Comments
I'm looking forward to watching how this turns out, what's here is already quite good.
Hi I played your game on stream and I have some comments.
No, I don't. I lied. I loved this game. I WANT to play it. The day you release this on Steam, LET ME KNOW. I WILL BUY IT! Do you have ANY idea how long it's been since I've had a decent stealth game?? My Goodness, I was having Splinter Cell/MGS Flashbacks. I had Duran Duran's Invisible blasting in my brain as I stealth on the dunes of Dune. I know, there's issues here and there as pointed out by my fellow players but I frankly, do not care. An open world sandbox(literally), where I'm given several bases with no set method or direction on how I approach each and you're giving me more toys to try out, and letting me make mistakes and learn from each of them and become better at it?? I'm not asking anymore, I'm demanding this game be a Steam Release or something big cuz I WANT to play it, I LOVE it and I hope you refine it and add more. It's rare for me to say this during Feedback Quest, but I WANT to play it. Am I glazing you in an attempt to get you to make this game? yes. I've ceased all objective critiques and am now begging for something like this. I'm literally going to just replay the demo again and again finding endless ways to stealth better JUST to cope with the lack of a good fun stealth game. It's really been too long since a good stealth game. Thank you so much for making this genius game.
LINK: https://www.twitch.tv/videos/2557965853
Thank you, and I enjoyed the VOD.
I saw tons of bugs, apologies for that. Extremely helpful though, going to fix most of them ASAP.
Steam page will be live soon, just need to finish some more assets.
Sincerely, I look forward to your game. I'll be waiting excitedly.
PS: I've been up for the past hour or so lacking sleep playing your demo again.
Hey, this looks and plays great very smooth and I love dune so I wanted to try it even if I haven't played stealth games in over a decade. Here's my 2c:
1. I think I run into an issue during the tutorial, after deploying the sand grenade on the sand, it activates and a new one spawns but the blocking wall doesn't disappear to progress. I can get and throw infinite sand grenades (and I threw them everywhere just to check if I was missing a target I couldn't see). Unless that's the end of the tutorial which I think not because there are still mechanics on the desert that aren't explained.
2. Then playing with the tutorial off I was able to infinitely flashbang enemies by quickly pressing F to kill which somehow refreshed the flash bang stunlocking enemies for a while. To give you some context my infiltration went wrong and I was swarmed by enemies near the corner of a camp then when they swarmed me I sent a flash bang and quickly and repeatedly pressed to kill on close combat. This allowed me to take like 10 down before I somehow stopped the refresh.
Anyway will love to see how this game shapes up moving forward. Cheers!
Appreciate the feedback. I haven't been able to replicate either of these bugs yet -- did you stream/record this gameplay by any chance?
Funny but I haven't been able to replicate them either when I was trying to record.
For #1 I think the only thing I did different was throw a sand bomb, then a flash bang then a sand bomb and I was able to progress.
For #2 nothing so far.
A new one #3 is that I was riding the sandboard and passed near an unsuspecting enemy, it prompted the UI for Kill and I pressed F and while it killed the enemy I got stuck after getting off of the sandboard. Can't move or use anyting nor ride the sandboard again, video here: https://streamable.com/z2bm4q
Thank you, #3 is fixed now. And I'll keep an eye out for the other 2.
Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible (tutorials don't count in this). This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
Oh man, this was fun! The concept is cool, the sand surfing is fun and when I discovered the "MP3 player" I immediately went nuts. I didn't get far into playing the entire demo, but I'm okay with that given what I saw and the fun I had.
Okay, so let's get into visuals. While the visuals are more rudimentary in design when you start in the tutorial, that changes once you hit the desert. The desert and the sky looks beautiful, making up for the more basic looking interiors. As such, the visuals work fine as they are.
In terms of sound, it was also really basic. More simplistic sound effects for the most part. There wasn't really any music after a certain point, but when I discovered the built-in MP3 player I realized why. It would've been nice if the player was made aware about the MP3 player, though. I also think that instead of requiring the player to move the files into a specific folder, there should be a way for the player to direct the game to a specific folder to find MP3 files. That way, players don't need to duplicate their files to get them in-game.
With regards to controls, I'll admit that I wasn't a fan of the night vision button being all the way on the N key. Considering this is programmed as a mouse and keyboard game, the N key is far from a player's left hand. While it makes sense to make N-ight vision be on N, I think it'd be better to use a closer key. Also in regards to the binoculars, I'd argue that instead of clicking through to set zoomed points, players should be able to use the scroll wheel to go in and out.
Okay, now onto the gameplay. I'll admit I've never been good with stealth games and this was no exception. While I did eventually get better at it, it took me a while. I also found it difficult to escape from enemies once spotted since they would just always know where I was until the alerted timer went down. If possible, I think there should be a system where if they can't directly see you, they simply move to where they last saw you. If they can't directly see you from there, including if you hid in the sand while out of their sight, then they shouldn't be able to keep tracking you. Since this game is doing the weird thing of being stealth missions in daylight, there should be some things to give the player an easier time to escape from being seen.
One thing I wasn't a fan of in terms of the gameplay was how slow it was to kill enemies when you grabbed them. It felt like the game was very slow to respond to the kill command, waiting a second or so before the animation would even begin. The animation also felt slow, which could really screw the player over if an enemy decided to face in your direction while you were waiting for the animation to play out. I also wasn't a fan of the one enemy that would just always know you were there regardless of which way they faced. They would even sometimes see through objects, which felt particularly frustrating. Maybe this was a bug, but sometimes tells me otherwise. If it's not a bug, being taught about this enemy and how to recognize them would probably be a good idea.
The last two things I want to bring up are some bugs I came across. For starters, if you accept a call from Tucker when item text is on screen, the item text will appear above the call and can cover the call text. This can result in the player not knowing what's being said. Second, while I was furiously trying to remember how to change my item, I somehow caused the game to go very slow. It was very strange. I had to close the game in order to fix it, as it would affect everything except turning the camera.
That should be it from me. I hope to see more of this in the future!
Thank you for the feedback. Caught the VOD on Twitch as well and enjoyed it. Sorry about the slow motion…left a debug keybind in which is fixed now. I've also changed the tutorial to do a better job at highlighting the sandbombs as a key escape mechanic. Appreciate your time!
I've played a lot of Metal Gear Solid (although not 5) but I couldn't enjoy this as much as I had hoped
My biggest problem was that because of the open areas it felt like either I could sneak up on an enemy with no chance of failure or there were too many enemies to ever approach an area
Even when enemies were able to be taken out one by one, all I did was charge at them and then bury their bodies, then move on to the next one, until I’d get seen by an enemy I hadn’t noticed and have to completely leave the area as I got shot at until I had no more heals and died
I couldn’t figure out which enemies have shields. I think I understand the mechanic as explained by the other commenter, but it didn’t feel like it was expressed at all in game
I felt like enemies who I thought wouldn’t have omnivision did have it. It’d be nicer if the omnivision guys were a little more visually obvious
The beeping to indicate that you’re being noticed wasn’t easy to understand at first because of how slow the beeps are compared to other modern games that use a rising tone increasing in volume or something similar
Burying yourself to become less visible doesn’t seem to hide you completely, but IMO is a cheap substitute for actual stealth since you can do it instantly and anywhere
Hoverboarding is cool but ultimately feels tacked on since it’s only* useful in approaching a base. I spent a while trying to hook onto things with the hookshot but only later found out its only use is for riding worms. On a lore note, it’s funny that a stealth operative in a desert carries a giant piece of reflective metal on his back
*Jumping on your board while running sideways of the faced camera direction gives you loads more airtime for some reason, to the point where I used it to bunny hop around and get on top of buildings
I’d suggest you make codec calls require another button press to advance to the next text even if youre fast-forwarding it since I accidentally skipped some info that way
I prefer MGS's stand > crouch > prone instead of being able to snap from one state to another
I found the controls hard to use. Diving, specifically, is uncomfortable to do. They might be better on controller
Despite the criticism it’s fun with what seems like a somewhat interesting world and backstory, and the number of references to unlockables or mechanics that I hadn’t seen yet makes me think this is a really deep demo, but I just didn’t click with the way stealth works
Greatly appreciate the feedback. Leading up to this jam I haven’t been able to hear much from people who are really familiar with the genre, so this is perfect, thank you.
Dune meets Metal Gear, and it works really well.
Took me a bit of time to get the hang of the gameplay since I don't usually play many games like it, but when I got the hang of things it was great fun. The stealth felt satisfying to pull off, and I liked the shield generator mechanic, essentially forcing you to sneak around and knife dudes a bit before you could start landing some sweet headshots. While a lot of the levels were clearly using placeholder textures, the models and textures that were there looked really good too, perfectly catching that ps1 style vibe, and the world and backgrounds really sold the game for me, especially the enemy spaceships and helicopters constantly flying overhead. I also really liked the depth and variety of things you could and had to do, like interrogating enemies for key locations, or burying yourself or your newly created corpses in the sand.
As criticisms go, I think my biggest one is the lack of checkpoints. What otherwise feels like a difficult but fair game becomes overly punishing when you have to start over from the very beginning every death, redoing a lot of gameplay. The sandworm that patrols the map also feels somewhat underutilized. While it makes for a cool visual, it never felt like it was actively threatening me. It seems like it only stays outside the outposts where the majority of the gameplay happens, and when you are out on the sand, the board you spend most of your time on hides you from it. In future updates, it could be fun to use it against the enemies too, maybe running around to lure it into them, or having it leap out of the sand to attack the helicopters. Finally, while the headshots with the rifle felt really satisfying to hit, I feel like the knife takedowns could use a bit more feedback, maybe a snappier animation or visceral sound effect would help.
Still, this demo was really fun, and the gameplay formula has a lot of promise. I'm looking forward to seeing what happens with it in the future, and seeing a bit more of the storyline the demo hinted at. Good luck on the ongoing development!