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(+1)

great demo! really brings me back to half life 2, hell yeah brother

(+1)

Perfect FPS Controls, and i mean Half-Life like perfect. The mounting felt a bit floaty but it's a demo, so things will get worked on anyway.

It just feels great to play, what's there is already very solid. It immediately reminded me a of a certain old game by the name of "Manhunt", could it be that it was a source of inspiration?

The way the Enemies fall or can get back up is pretty neat aswell.

Also very coherent and beautiful art-style, very talented devs and the full release will certainly be great. 

(+3)

Wow, can't wait for full game, smooth combat and really liked  FPS + VSH horror combination.

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I could not play the game. It always displays on my monitor 0. Even through my monitor 1 is my main monitor. Please make a way to choose which monitor it displays on or a way to do windowed mode so I can move it. I can't play it on monitor 0.

ah sorry about that. if you use the windows keys to switch monitors, that could work. windows key + arrow keys i believe

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I liked the game! πŸ‘‡πŸ‘‡πŸ‘‡

(+1)

Brilliant, I look forward to the full release.  

(+2)

Man this game feels GOOD! One of the nicest looking games on the whole site and one of the most solid experiences on here period! I've been following tito on twitter for awhile and watching him level up so much in such a small window is insane, this guy is TALENTED. Knocked it out of the park, crazy how immersed I got in literally the first 10 seconds. 6 demon bunnies out of 5

aw thank you julio!! you a real one for sticking around bro. both you and biz have been around since the beginning and i really appreciate it πŸ₯Ί

(+1)

Really diggin' the vibe. The masks threw me back to Manhunt and the dismemberment style of the 2000s.

Great things: audio (hearing reverb footsteps coming after me was terrifying), fitting and well-done director, enemies TRIPPING OVER CORPSES??!!?! and wounded enemies getting back up are GREAT

Some critiques: bodies react to gunshots after death but not melee which is strange, occasional silence when shot/hit was also odd, bodies randomly disappearing or clipped thru the ground (tho these do fit the PS2 feel), the masks falling off and disappearing made me sad and it'd be kinda cool if we could pick the masks up as either a collectible or even to wear different ones to add to the grunge and grit, also +1 to the comment for melee blocking or maybe a Kick option to stun which would add to the dope wounded/rising back up animations and could even entail environmental hazards (or just yeeting enemies off ledges)

Definitely look forward to some potential stealth killing too! Thanks for the awesome demo!

you’re gonna be happy to hear that i have an entire portion of development planned just for adding mask abilities :) that’ll be featured in the next demo 

(+2)

My Speedrun attempt at 26 seconds:

(+2)

This thing is a masterpiece. Check out my commentary/review +gameplay.

(+2)

Great game lol
(4 edits) (+2)

Here's a very unoptimized speedrun of the demo!

Some points of feedback beyond the Google Form's questions:

  • There are some really nice touches scattered throughout! Tarp physics, clear feedback when enemies are dead when their masks pop off, and the music during the credits all stand out.
  • It would be nice if the demo was labeled as being compatible with Windows in the Itch metadata so that the Itch.io desktop app could manage installations for it. (Addressed!)
  • A way to restart at the beginning of the combat trial without needing to sit through the couple of TV sequences that aren't skipped by the "skip intro" button would make it easier to try out the whole arsenal of weapons. (Addressed w/ version 2!)
  •  I'll second DancingEngie's comment on the AI and level design feeling a bit torn between aiming for very fast/slow gameplay on a first playthrough. (I'm not really able to judge whether this was addressed in v2 as I'm not coming at it with fresh eyes, but hopefully the reaction time changes help!)

yo thank you for the feedback! AI refactor coming soon w/ the next demo. will hopefully have a better flow for gameplay by then.

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.

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Nice one. I didn't finished yet. But it brought a nostalgic sense of survive, thanks for share and I'll keep an eye in other games yours.

(+1)

Pretty fun! The aesthetic works very well! 

Some suggestions:
More oomph/bass/feedback on gunplay and kills. More blood or smth
Slight fisheye for bodycam look?
Actually have the bomb collar detonate.

I really like that enemies can rise after they've been damaged. That was the source of a lot of tension and jumpscares. Keep going on that concept!!

oh the bomb collar will detonate if you shoot out security cameras or find a secret

(+3)

the game turns slow-mo if you pause before you die.

(+1)

Outstanding job. Movement felt good, I loved the death animations and the way the smoke trails up from the gun barrels. The grungy-looking environments were awesome too. I wish we could ADS every weapon and that we had a tiny dot reticule when hip-firing (or aiming), but overall this is top-notch. Btw do we play as female?! That's badass! Here's my No Commentary playthrough:

(+1)

yep, female protagonist :) there are going to be male and female variations of enemies and npcs in the full game as well, just have to model them

(+1)

nice retro
(+3)

Unfortunately trying to mantle over a big wall with an arrow on it wasn't working so I couldn't continue

Still, what I did play was pretty good. I think the sledgehammer needs a block or something to make melee a little more viable

But otherwise, this is great. Really love the atmosphere

(1 edit) (+1)

I just remembered something regarding ADS sensitivty I forgot to add in the feedback form !!!! When playing around with the ADS sens I noticed it feels like it doesn't scale with the scopes ? Changing the ADS sens for weapons without a scope, I'll change it to be fairly low and when switching to a scope the sensitivity is VERY low, and vice versa. When adjusting the sens for scoped it makes zooming with ironsight weapons make them have very high sens. I wouldn't know how to fix this but I do think it's something worth investigating :3

(+1)

once this gets more complete it might be my favorite game

(+1)

Not bad. Very little to complain about. I wish: all weapons could ads, we could store meds, and maybe some more ways to detect the enemy.  Things like sniper glint, footsteps, and breathing/grunting. Major potential here.  Looking forward to the finished game.

(+1)

Literally a 10/10 on your hands. The combat was great and so was the gunplay. The environment is also very good and the story seems interesting. Keep it up

(+1)

great demo the atmosphere is god-tier and the combat is awesome but it's way too easy. can't wait to do more work for unimportant, he seems like a nice dude.

(+1)

Really awesome stuff! but every time I die it gets stuck on the dead camera and won't let me progress, requiring restart. this is my major gripe, everything else about the demo feels seamless and fun despite a few detail nitpicks

oh odd, the main menu button doesn't pop up when you die?

(3 edits) (+1)

sadly not, it could be a resolution thing? the game wouldn't launch on my large screen so I was playing it on a 1360 x768 one.

Also to add a few notes..

things I really love:
-condemned/saw/manhunt aesthetic is captured super well here
-warehouse environment is super well realized
-hand models are sweet
-menu sounds r neat
-tarp physics r neater
-throwing bottles is fun(should add throwing to melee weapons?)
-guns feel great

as for bugs and nitpicks:

-FP held objects and sometimes enemie bodies clip through walls and floor

-mouse went out of window during a fight somehow causing me to die (on reflection this might have been me pressing the windows key)

-the gun enemies kill very fast which combined with the death camera bug make it hard to finish, I didn't reach the end yet but will try again later! 

-the instances where the bunny guy says "fucking" and "didn't really doubt you" seem out of place to me for some reason. seems less cold and calculating instead of just saying "didn't doubt you"

but ye, anyways, sweet game so far! definitely chomping at the bit to play more

(+3)

thank u for the feedback. and hm, it could be the diff resolution ... maybe i didn't set the canvas right for the death screen. i think i'll make a small patch later and post it with some updated qol stuf


also rlly appreciate the feedback with the bunny guy. a few of the lines were ad-libbed and re-recorded last minute for consistency rather than quality, so in the next demo i'm going to spend a bit more time on the writing and voice acting etc.

"-the instances where the bunny guy says "fucking" and "didn't really doubt you" seem out of place to me for some reason. seems less cold and calculating instead of just saying "didn't doubt you""

Crazy, I had the same thought about the tone feeling weird in those moments but thought it might just be me. Full agree with this post

(+1)

This was really really great demo I liked a lot I can't wait to play full version when is release and is this game coming to Steam or just for now in Itch.io?

i'm aiming to release another demo on steam by halloween or christmas, and then after that i'll have a better idea of how long this game will take to fully develop .

(+3)

I think the demo feels great. Movement has a good amount of weight to it, environments are clear but detailed, everything flows well, and weapons feel great.

That said, I couldn’t understand what the game expected from me. Melee enemies rush you for a fast reaction and drop dead quickly. Aiming is optional, meaning you can run and gun. However anyone with a firearm is dead accurate and you die quickly. You have no crosshair so you must rely on scoped or lasersight weapons, lean and sneak. Level design is also kinda funky, with cover spots on the one hand and cheeky enemy placement on the other.

You gotta decide if you’re going for a more tactical shooter or a faster-paced one, and tune your design to that. Because right now, you’re kinda stuck between both and satisfying no one.

(+2)

thank you for the feedback! 

one of the things i’m discussing with some dev-friends is how to approach tuning the difficulty right now because as you said it’s like the game is in-between two styles of play. 

i think i’m going to try to go for a looser/faster flow of combat rather than a no-mistakes precision style. will see how it feels in the next demo.

(1 edit) (+1)

extremly fun demo cant wait for the full release

It's just…So peak 😭 : r/MemePiece

(+1)

As someone with both FEAR & Condemned in my top 5, I feel this invokes the best of both. Very inspiring work and I can't wait to see more. If I'd add anything, it would be Condemned's brief melee block.

(1 edit) (+1)

Very nice, i've found your game on twitter. The art direction is great, and i appreciate the ragdolls. I filled the feedback form.

If you could please answer, how is your level design/set dressing workflow? As a solo dev i've found this to be the most time consuming and frustrating part to me when making 3d textured levels, at least using probuilder and blender. 

I ask that for i really dig the scenarios textures and structures, reminds me of condemned and manhunt.

Regardless if you have the time to answer, best of luck

(+1)

thank you for the feedback! 

in terms of level design, i actually chose a very improvisational style for this demo. i started with a large empty factory, and began filling it up starting from the first room and trying to flow the level around like a maze. i drew all the rooms and layout on paper before i did anything in engine. 

essentially, the rooms are all just big cubes. nothing complex. i wanted to have verticality because of the tight space, and i always kept in mind the 2 endings for the game and planned to have space for that. 

i use Umodeler in Unity and the models you see are made in that as well as Blender . I use a photo-source workflow you can see on my YouTube. 

(+1)

Sweet, thank you for answering

(+1)

nice

(+1)

Game looks great. Will you release it on Steam?

(+1)

yes, it will eventually be released on steam at a later date.

(2 edits) (+2)

oh man. great visuals, great sound design and great everything!! gameplay itself is pretty challenging which i wasn't expecting, was shitting bricks everytime i had to walk around a corner.

all i'm missing is a health bar and a checkpoint at the shooting range, otherwise 10/10 - pigface rocks (11/10 for having a fem protag, i love that)

(+2)

i’m glad you like the choice of a fem protagonist! in the full release there will also be female enemies ranging from basic goons to private military. 

(+1)

didn't expect the fem protagonist tbh! also did I hear one of her grunt lines is "Yes" when she gets hit?? kinda funny if true, adds a bit to go off of character wise 

oh ya, it kinda does sound like that! maybe it is maybe it isnt

(+1)

yes a healt hbar will be great!

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