Just got done watching a Nick Fuentes comp. Needed this to cool down
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Just got done watching a Nick Fuentes comp. Needed this to cool down
No E Girls, NEVER
Giving a 4.5 only because he wiped his hand on his sweater. Theirs flavour on those fingers!
Coloured version when? (including Cell spunk on Vegeta)
Definitely an interesting experience. For your sake I'll treat it as the playable demo/alpha build it is. There is a lot to unpack here so I'll start with what you need in order to make this a decent game (assuming you havent thought of these already)
ideas/cons:
-Add an auto reload (This was minor but still annoying)
-Add a magazine counter with all ammo currently held (like every other shooter game)
-Optimization required as coming around a corner would cause choppy-ness and this game is not very graphically intensive so no clue whats causing reduced frames. (big factor here. a half decent cpu from 2016 and 1050ti for example should handle this no problem whatsoever)
-The level design is lackluster. It feels like it was quickly strewn together for the purpose of displaying game mechanics which is fine now, but when it comes to later builds you're going to want a redesign from the ground up. The enemies have no rhyme or rhythm in placement, med packs pretty much placed wherever after the first two levels, and I was wandering around empty, boring halls wondering "when does this demo end?" which is bad you don't want your player falling asleep on you. Add some colour, objects and make it feel as if you are exploring and not running around until you find a keycard.
-Guns are the next major issue which is half of what makes a shooter game. If you want something that shoots then consider them perfect. The biggest issue is it feels like I'm shooting bbs. The enemy's have no recoil or bounce when shot they just simply die. The shotgun has far too much range so once you get access to it, it's wraps for the aliens. I was able to shoot across a big wide room and one tap them. The aiming mechanic is currently pointless because all it does is zoom in rather than aim if that makes sense. If you're going for a run and gun style of shooter here like left 4 dead or half-life then just remove aiming all-together, and let it be. But if you want a shooter here that gives aiming a tactical edge then tweak it to actually mean something, this again brings level design back into the equation. Lastly, make the crosshair a crosshair. This little grey dot that sits there and turns red feels like a laser pointer. This is more of a personal preference, but again every shooter thats been worth its alt has a proper crosshair. The current one is too small, felt like I was going blind trying to see it.
-Sounds are another factor here. I want to feel as if I have some weight when running so maybe a little walking noise and jogging noise. The singular alien hiss gets annoying and they all seem to do it at once making the game feel cheap. A nice grunt noise from the player when getting hit would be good and I say mandatory at the least.
-Bug/glitch wise I found little to nothing EXCEPT for one. If you run and hold jump you literally start to fly. As fun as this was I doubt you intended to let me be able to do this but could pose as an actual game mechanic that would spice up your level design. Short burst of floating upwards to maybe chuck a grenade down at the aliens or with an rpg would be pretty awesome and "accurate" considering the games in space.
-Finally, theres no story. This one is not too much of a worry considering how early you are into development, but I'm hoping there's an explanation to why I'm here, how I know what to do and what my goal is. This again brings in the bareness of the levels. Nothing to give clues to whats happening around me or why except the man in the cell besides me in level one who seems to be getting probed??? Regardless, start working on a story if you havent already.
Final Review/Pros:
-I have to say I love run and gun more than tactical shooters. Ultrakill being an example. Running at breakneck speeds and blasting enemies away as I hit my next save point is always fun. If thats your goal then you (so far) are killing it in that regard. I always appreciate a game that lets me bunnyhop around and blow heads off.
-While the game isn't pretty I enjoy the simplicity of it. It doesnt need to look like Cyberpunk to be enjoyable. I would say if you're happy with how the game looks then adjust the lighting, polish it, make it into a style that goes "oh yeah thats a pig pen games classic". Ive always been a sucker for early 2000's looking games. I had some Postal 2 vibes here and there while running around.
-Again while not fancy I enjoy the aliens completing exploding upon death. The animation could probably be a bit better but most alpha builds of these games have a simple crappy ragdoll animation or just fall and fade out into nothing. Work with this because some light cartoony gore is always a treat in shooters.
All in all, its a game you can play. Would I buy this in its current state? no. Would I back this if you were serious about it? Yeah why not. I hope to see more come out of it because you do have something here. As it stands it is just another alien shooter that are dime a dozen. I don't know where you plan to take it story wise but I'd like to see. My big takeway here is make this your own. Make some cool alien guns and don't use normal earth guns. I hope you take this review into careful consideration as ive never written a review this long on anything in my life. I can see you want to have something here so best wishes to you!
Thank you so much for taking the time to try out and review our game! The WebGL port removed the cutscenes, and I’ve been trying to figure out a way to bring them back, but it might just be easier to implement a comic book-style presentation for simplicity. I really appreciate your detailed feedback, and you’re right—the maps do need a lighting overhaul and a general redesign. We’re planning to add features like auto-reload, ammo counters, and make improvements to weapon mechanics to enhance the shooting experience. We’re also looking at optimizing performance to fix the frame rate drops, and we’ll be reworking the level design to make exploration more engaging and purposeful.
I’m glad you enjoy the run-and-gun style, and we’re going to focus on refining that while also adding more sound variety, including player feedback like grunting when taking damage. As for the story, we’re working on introducing more context to give players a better understanding of the world and their objectives. The flying glitch was a fun surprise, and we might turn it into a unique gameplay mechanic! Thanks again for such a thorough review. Stay tuned for upcoming updates!
I don't care man.
Cool it with the anti-Semitic remarks
Billions must play shitty tankman games
I like your stuff. You oughta post more
I make music. thinking about animation. I'm also a racis- I mean gamer.
freeloader
too busy gaming for school
The Maple Syrup Place
Joined on 6/7/17