from what I understand this is VERY early in development, and i want to at least put my two cents for ideas and critiques for future iterations.
an options feature would definitely help a lot with player accessibility
viewmodel animations indicating when you're reloading and feedback/recoil from when you fire gives players some nice feedback
your health remains the same between levels which means if you're one hit from death when you go to the next level then that level will most likely be your last
dropping your weapon seems to be the least helpful tactic to deploy in a facility full of murderous robots. unless chucking a gun at some poor machine deals last-ditch damage, then i don't really see a point
it doesn't really seem like there's spawn protection or an enemy spawn prevention radius around the elevator considering i spawned in a room full of bots that ended my run in a split second, would be best to figure that out as well
would be interesting to have an index for any enemies you encounter
rooms could not only use some decorating but also some obstacles, like maybe bulletproof glass or an automatic sliding door... although i could be understanding the style wrong.
maybe some rooms have alternate objectives to progress rather than just gunning down all enemies?
thankyou for your feedback, this is actually super helpful. i totally agree with the options menu, and the drop and pickup buttons being the same lol, we are currently adding an options menu along with a rebind key option screen, your health does remain the same level to level, this is more or less a rouge-lite, also i think your right the levels def need some decoration, i like the sliding door idea. im confused on the spawn protection as we actually do prevent enemies from spawning near the elevator, although maybe there's a bug in that code. ill check it out.
Do you have any suggestions for new objectives for levels? we are adding rest levels and shop levels in the next update but other than that we really don't have any ideas. reload animations are a good idea but are sadly beyond the scope of this project (for beta) we are currently pre-alpha.
again thankyou so much for ur feedback its much appreciated
well some ideas i had for level objectives are pretty basic, stuff like:
find an elevator key the elevator key is attached to an enemy. you'll need it in order to leave. if you just go for the key you can skip the level, if you just kill every bot you're guaranteed to get the key (check if player has a key when player is near elevator, unlock elevator)
survive for # time enemies would continuously spawn throughout the level. you could try to clear out all of the enemies so there's less threats, or just outrun them until the time runs out. (wait # seconds, unlock elevator)
survive # waves enemies still continue to spawn after the level starts, but instead when all the enemies are killed, more enemies spawn for a new wave. this is a bit of a roadblock objective. (maybe add a slight grace period) (repeat until #, unlock elevator)
kill big bot instead of the normal enemies, you have to hunt down a more dangerous bot. this can be a souped up enemy or, if there's bosses, a somewhat lite version of a boss you've already defeated in the run. (if big bot killed, unlock elevator)
this elevator has reached it's destination this is more like a secondary objective, you will need to find the other elevator in order to continue, but also you still need to complete the level's objective
I enjoy the idea of quickly and often switching weapons. But personally, the area in which I pick up a weapon could be wider. It feels too tight. In total it's already a fun expierence.
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from what I understand this is VERY early in development, and i want to at least put my two cents for ideas and critiques for future iterations.
thankyou for your feedback, this is actually super helpful. i totally agree with the options menu, and the drop and pickup buttons being the same lol, we are currently adding an options menu along with a rebind key option screen, your health does remain the same level to level, this is more or less a rouge-lite, also i think your right the levels def need some decoration, i like the sliding door idea. im confused on the spawn protection as we actually do prevent enemies from spawning near the elevator, although maybe there's a bug in that code. ill check it out.
Do you have any suggestions for new objectives for levels? we are adding rest levels and shop levels in the next update but other than that we really don't have any ideas. reload animations are a good idea but are sadly beyond the scope of this project (for beta) we are currently pre-alpha.
again thankyou so much for ur feedback its much appreciated
well some ideas i had for level objectives are pretty basic, stuff like:
the elevator key is attached to an enemy. you'll need it in order to leave. if you just go for the key you can skip the level, if you just kill every bot you're guaranteed to get the key (check if player has a key when player is near elevator, unlock elevator)
enemies would continuously spawn throughout the level. you could try to clear out all of the enemies so there's less threats, or just outrun them until the time runs out. (wait # seconds, unlock elevator)
enemies still continue to spawn after the level starts, but instead when all the enemies are killed, more enemies spawn for a new wave. this is a bit of a roadblock objective. (maybe add a slight grace period) (repeat until #, unlock elevator)
instead of the normal enemies, you have to hunt down a more dangerous bot. this can be a souped up enemy or, if there's bosses, a somewhat lite version of a boss you've already defeated in the run. (if big bot killed, unlock elevator)
this is more like a secondary objective, you will need to find the other elevator in order to continue, but also you still need to complete the level's objective
ooo i really like these, ill def implement them ty
I enjoy the idea of quickly and often switching weapons. But personally, the area in which I pick up a weapon could be wider. It feels too tight. In total it's already a fun expierence.
ty for your feedback, i definitely agree during playtesting this was really annoying lol
the sensitivity is really high and the character is really fast but very good overall. But im playing on mac though
ty for your feedback, ill work on implementing a settings menu tomorrow