Super polished and very fun to play!
BLKS0F4
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Loving the retro style. FPS things are solidly done. Losing time instead of HP when getting hit is a good idea! And surprisingly, three different enemy variations introduced one by one. Seems to run out of time for the skeleton actions? Or maybe it's a matter of lacking a bit of SFX for the enemy movement, I think it's still needed especially when in an FPS I can't look at every dir the same time. And also if the watch were making ticking nosie especially when getting hit and decrementing, that would be sick. But hey, incredible work for a four-day solo.
This is really well designed and well made. Visual and sound are incredibly juicy. Effects and synergies work quite well!
Have noticed some might-be issues:
The hook charm's active seems not to be usable if it's drawn out from the gacha bag in a run, but meanwhile the mousetrap works right after being drawn out. And I did kind of suspect that, selling a charm during a run seemed to crash the game. Be hey, those are small issues. I think the core loop and the items are already very solid.
All mechanics serve the submarine theme very well and are very immersive. Love the fact that I draw the map myself and the sub control is fun to play around with. Submarine + Collection has loads of potential and it could be a very good start point. Just one small thing: I think it could be unnecessary to photograph something that has been done before ( or if the first time recording makes a mark, and in later game ask me to track down the marked creature sound also interesting and realistically immersive but that would be a whole new system ), just lead me to a new area with unseen species feels attractive enough to me, like playing Dave the Diver
I like the fact that I can manoeuvre things around, feels exactly how I dig things from my own table. The mechanic is here, and I think it has loads of potential to become more essential gameplay. Just like now I can discover that vault or other more 'high-grade' stuff, I think it could sound more exciting to me if I could take more advantage by quickly stir-frying the stuff or re-ordering them somehow. (Or maybe it just makes things more complicated than it needs to be 🤣
Thanks for playing and the feedback. Could definitely have done better on the visual of different bullets taking effects. That's a whole UI system I gave up in the end due to time limits, but turns out to be still quite essential T_T I did expect that the game rules might rely heavily on visual communication but it still exceeds way too much. Anyway thanks again!
Yes definitely noticed the spin and move problem in one gun situation. Maybe I really should've really nailed the max spin angle for each gun, which didn't realise was a main corner initially. or maybe it's just the matter of two unnecessary reefs in the beginning level 🤣 Thank you so much for playing and for the feedback!
I definitely felt the thrill of Russian roulette from this game! simple but thrilling, and very serious! but I think it would be reasonable to have some visuals to show who's been point at by who and also who's already dead? or maybe could add a rule to play blindfold that might also be interesting I guess, just a mindwave ;)
Uh, I'm not sure if this is intentional or some kind of checkpoint bug, but when the engine master stuff asks for the second item, the 'screw box', as I ready to give it to it, it immediately asks for a battery again. I go get the battery and give it to the master, and then when I am on the way back to get screw box, it asks for a battery the third time. Since the battery seems to have higher priority than the screw box, I can't finish the less-time-left screw box task before going for the battery. So basically, it feels like I can't continue the game... Maybe I missed something? The visual style of the game feels attractive to me though!


