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(2 edits)
  • Youtube Link / Twitch Link
  • Graphics : "Minimalist" , but fine. I like the weird monster designs.
  • GUI : 
    • Some things could definitely use a touch-up , font escaping text boxes to name one.
    • Your arms/guns look like they're entirely detached from your person, as if FOV was on an extremely high setting despite only being circa 80-90
  • Performance : Flawless
  • Music / Sfx : 
    • Music : Some of it works, some of it doesn't.
    • SFX : Many SFX I assume are done in house by dev making mouth sounds , this is fine.
  • Gameplay :  
    • Air control is an enigma , sometimes it feels incredibly slippery, other times it's fairly responsive.
    • The ship addition / intro level feels a bit slow. Enemies are spaced out , Ammo is pretty far and few between (Practically could only find the smg ammo). The ammo situation made the boss fight in the small arena even worse considering the boss can just shoot an explosive round that can 2 or 3 tap you.
    • Many of the weapons feel relatively useless , made worse by the quantity of enemies. 
  • Misc Issues : 
    • Water makes it practically impossible to see. A slight impedance to sight wouldn't be too bad for hidden secrets, but as it is right now, I believe some bodies of water are needing to be dove into to progress and with the severity of the blue 'fog' that covers the screen when diving it becomes a hassle.
    • The floaty/slippery nature of movement is suited far better for the wide open areas, yet a bit perplexingly you're dumped into catacombs that seem to be smaller than what I remember from the last demo (last year). I found trying to enter the wide open doorways to be a bit of a struggle , especially when being chased.
    • Navigation feels like guesswork.
    • Door hitboxes need improvement, it's very easy to look at a door and just not get the prompt to use E and move on thinking it's the wrong door.
  • Notes : 
    • I wasn't able to get as far as I would've liked in the time I gave it. [In the stream]
    • I remember there being some more options like magic / summoning and I had an item I could equip in relation to summoning cap but I couldn't find anything correlating to either in the time I gave it. (Aside from the Incense Burner thing)
    • Trying to get out of water can be a strange hassle, it seems like momentum might be kept if ascending rapidly , but in the catacombs with the small pools of water, you can get somewhat trapped.
    • The restorable armor via kills/headshots is a nice thing. 
    • It'd be nice if clearing an area stopped enemies from respawning on revisiting. If feels somewhat like you're punished for exploring.
    • The Silent Hill-esque enemy (I found it first in the dark maze room) is probably my favourite monster.
  • Final Thoughts : I was kinda disappointed this time around , compared to last year's (from what I remember) , the level design and changes were maybe for the worse. It felt longer to get into areas and start finding new weapons or secrets.
    •  Most of the above was wrote in regards to experience with the stream, some of it I was rewrote or added (at time of writing) the following day as I played more of it offstream to get a better idea of the current state of the game for critique.

Thanks for the feedback! Looks like I've got my work cut out for me with fixing this one, the new levels in particular were added in a bit of a rush and maybe not thought out as much as they should've been. Either way this has been very useful, I'll be getting to those changes soon