I feel like there should be save points, because getting stuck in places or messing up (trying to aim the gun is hard af, so wasting limited ammo is a thing) and having to restart from the beginning is getting quite a bit annoying.
And also, the gun is extremely unpredicatable being a single pixle aim with mobs being an unkown size. The chunk it's supposed to hit is too small for the visable size of the mob. It's basically just about luck. That's something that should be edited, either by making the hitbox of the bullet larger or by making the apparent size of the mob match the hitbox.
Viewing post in Aftershift: the Post-TF game comments
Thanks for your feedback!
To address this, the game is still early in its overall development. A save system is planned to come with the first major update, which is coming this year. Likewise I am planning a combat rework at some point. The plan is to allow players to free aim where their cursors is pointing, but I will also look into improving other parts of the system!
As for the keycard, there's no red keycard yet. You may have noticed there's a note that says you reached the demo end under the dairy. More content is coming in the future and eventually there will be use for it. Likewise areas like this vault that requires said keycard will be reworked to offer a new type of content to make it worth players' time.
Gotcha, then I don't have to continue pulling my hair out over not finding it lol
I do want to add another thing as well, the white background (as someone who has the luck sitting at a colour correction monitor) makes it hard to see any of the details in the animations in the white. All the white shows just pure white (#FFFFFF) with no contrast in it. I don't know if that's by design or have just came to be, but shifting the floor tiles just slightly more to the gray would help out showing not only the white goo tiles but also showing off the animations better :3
Just feels bad not being able to see most animations when there's been time put in to it and it all just blending in to the background.
(I also do games testing, so I'll continue to reply to the thread as I find things or bugs that could help out in development)
Sadly it's impossible to make a game that works flawlessly on every setup. There's gamma setting in the game that might help.
In the past I changed goo puddle sprites to be more visible as that was commonly reported and based on feedback of people who had this issue they said new version helped. But I don't want to change current sprites of wolf or the floor because I really like the current colors, so I hope once I expand gamma it will help as it's not pushed to maximum right now, which I thought was a good decision as otherwise people like me would have harder time fine tunning it. Probably adding an option to type a percentage would be best instead.
Thanks for reporting issues!