thanks for playing! i really appreciate the feedback. there actually was a lean system in an earlier version of the game, but i took it out because i was unsure if i wanted the game to be more of a movement shooter or a tactical shooter. i've gotten a lot of feedback from people who want it to have more tactical elements, so i'll probably end up putting it back in.
-You can dash while standing still, it does nothing and you waste your charge.
-Black gloves on hands have white bleeding onto them from touching the cuff, it's sloppy.
-Recoil on first gun seems a little high for how small it is, but idk my guns that well.
-Breaking a wall with the dash and then the enemies on the other side dying to that is darn cool.
-Are the blue pickups temporary? I think I missed one from looking around too long first.
-Wish I had a flashlight for looking at the darker corners of the map.
-Head shots --and by extension aim down sights-- are really important, it takes 6+ bullets to kill otherwise.
-Got to end but missed the shipping manifest.
-I find it, didn't look too closely in that arena room. BOOM ambush spawn jumpscare.
-Yep now all these empty boxes have enemy spawns. I'll take note that once I realized how short the shield pickups last, the combat is becoming faster since I miss out from standing back.
-I notice that if you don't have shield and get shot you get massive recoil.
-Beat mission and all the baddies.
I had decent fun. The destruction was a nice supplemental feature, but it felt basic since it was either cover you could shoot out(usually doesn't matter since you want head shots) or to break through a wall to get the drop on enemies. Reflex felt more like a crutch than a cool factor, maybe I'm just bad but it felt like enemies had a fast reaction time, so unless I used Reflex I would usually get tapped. When I understood armor pickups were short lived, it evened out a bit better.
A nice demo for a shooter. Assuming it was intentional, I got flanked by an enemy behind a pillar which surprised me. The breakable walls are a nice addition and i think you should use them as much as possible. One thing i disliked is that the machine gun enemies are way too accurate at long ranges but the player with the weapon itself isn't. But besides, nice.
Not a long demo but what's here is pretty good. Nitpicks/suggestions: I don't like how much recoil all the guns have, you're not really aiming at anything as much as towards the enemies. I also wish your own weapons switched to ADS faster when using bullet time. This seems like the kind of game that could benefit from sliding or sprinting around like in F.E.A.R. Let me detonate demo charges by shooting at them. It would be cool if dash always smashed through walls. By the way I did the whole level on hard without realizing that you can gib people by dashing into them. Very fun mechanic.
My favorite gun was the heavy pistol, good damage and decent handling unlike the carbine ungodly recoil. Best sights too.
Comments
Pretty good for alpha/prototype but needs a lot more work.
Art is kinda generic, and guns lack oomph.
Like you idea of using dash as a melee attack.
Probably should add new grenade types.
-I like that there's no ammo pool and the game uses magazines instead.
-The gravity when you fall down feels too low.
-Black-colored enemies on a mostly black background makes them hard to see.
-The overall gameplay feels good.
-I wish you could pick up partially used mags on the floor like in some tactical shooters.
-I wish there was a lean system.
-I wish you could adjust your move speed. (A walk toggle, or a float value adjusted with the scroll wheel like in arma.)
-It took me a while to finish the level because I passed in front of the red gate a few times before realizing it was the end.
-I like how the targets in the shooting range bounce around when you shoot them.
-The music is really good.
thanks for playing! i really appreciate the feedback. there actually was a lean system in an earlier version of the game, but i took it out because i was unsure if i wanted the game to be more of a movement shooter or a tactical shooter. i've gotten a lot of feedback from people who want it to have more tactical elements, so i'll probably end up putting it back in.
-Nice menu.
-You can dash while standing still, it does nothing and you waste your charge.
-Black gloves on hands have white bleeding onto them from touching the cuff, it's sloppy.
-Recoil on first gun seems a little high for how small it is, but idk my guns that well.
-Breaking a wall with the dash and then the enemies on the other side dying to that is darn cool.
-Are the blue pickups temporary? I think I missed one from looking around too long first.
-Wish I had a flashlight for looking at the darker corners of the map.
-Head shots --and by extension aim down sights-- are really important, it takes 6+ bullets to kill otherwise.
-Got to end but missed the shipping manifest.
-I find it, didn't look too closely in that arena room. BOOM ambush spawn jumpscare.
-Yep now all these empty boxes have enemy spawns. I'll take note that once I realized how short the shield pickups last, the combat is becoming faster since I miss out from standing back.
-I notice that if you don't have shield and get shot you get massive recoil.
-Beat mission and all the baddies.
I had decent fun. The destruction was a nice supplemental feature, but it felt basic since it was either cover you could shoot out(usually doesn't matter since you want head shots) or to break through a wall to get the drop on enemies. Reflex felt more like a crutch than a cool factor, maybe I'm just bad but it felt like enemies had a fast reaction time, so unless I used Reflex I would usually get tapped. When I understood armor pickups were short lived, it evened out a bit better.
A nice demo for a shooter. Assuming it was intentional, I got flanked by an enemy behind a pillar which surprised me. The breakable walls are a nice addition and i think you should use them as much as possible. One thing i disliked is that the machine gun enemies are way too accurate at long ranges but the player with the weapon itself isn't. But besides, nice.
Caliber Fortuna got renamed?
Not a long demo but what's here is pretty good.
Nitpicks/suggestions:
I don't like how much recoil all the guns have, you're not really aiming at anything as much as towards the enemies. I also wish your own weapons switched to ADS faster when using bullet time.
This seems like the kind of game that could benefit from sliding or sprinting around like in F.E.A.R.
Let me detonate demo charges by shooting at them.
It would be cool if dash always smashed through walls. By the way I did the whole level on hard without realizing that you can gib people by dashing into them. Very fun mechanic.
My favorite gun was the heavy pistol, good damage and decent handling unlike the carbine ungodly recoil. Best sights too.
Fun demo, I'm looking forward to playing more.