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eezyeezo

4
Posts
A member registered Jun 01, 2020

Recent community posts

i was precise. I said exactly what was a problem and why.

Yeah I was a little mean but I don't owe the dev an extremely polite, toothless review when the demo I played was loud, annoying and gave me a headache from the FOV. He isn't going to shatter into a million pieces. 

Dusk was made by a single person  2+ years  ago and it didnt make any of these mistakes; likely because it had an experienced producer who would actually point out flaws and problems. I'm sure that's this developers intentions when he posted an alpha release with a comments section. 

If you feel so strongly that extensive criticism is invalid, why do you think that white Knight defense is valid?  Its just a free game bro it doesn't matter if it's good or bad, apparently.

If I never posted that, there was a very slim chance this game would ever be something I liked. But now there's a  chance that I, and people that have the same tastes and standards as me, will really like this game when it comes out. Otherwise we'd just ignore it or warn people off it. I want this game to be as good as it can. I want to make my own game like this one day, and I don't want a portion of my audience to have issues like this, but I'd never know how I wasn't told about it.

Better luck next time, I guess


Looks really nice, but that's about it so far. The complete lack of options, except for mouse sensitivity is unacceptable for any kind of release. The game is extremely loud. has an oppressively low FOV, and awful Mouse Acceleration. Escape does not pause the game. Bullet Time is useless since it seems that every weapon's recoil or cycling takes longer than it lasts. I'm on hard, and it takes 5-7 pistol shots or 3 shotgun shots to kill on headshots, but I've also never gone below 70 health. Movement is very clunky, and the levels so far a amateurish hallways and boxes. There's no "previous weapon" button, because Q is bound to a single weapon's alternate fire mode that also sucks. It's a throw spear, with a long windup, travel time and regeneration; inherently useless in a game that's trying to be fast paced. Barred doors with large gaps are actually solid walls.  Jumping is sluggish and unnatural feeling. Most combat is either walking backwards or peeping around corners. Enemy models are both boring and ugly. The basic melee weapon's basic attack is 4 slashes that lasts several seconds. There's no indication of what in the world is interactive and which isn't, let alone what will be after an arbitrary flag. Some parts of the maps are completely black, and obscuring essential paths.


I stopped trying to play this while writing it because I was getting an actual headache from it. Hopefully these issues can be stamped out, because we could always use more boomer shooters.


Skeleton model's pretty good, though.