2) There is an ammo counter on the top left. I figured the player wouldn't immediately be using the railgun until ~300m so that's where I placed that part of the tutorial. Guess I should trigger it earlier?
3) I could add that, these three points are enough to justify a v1.3. While I'm at it, how was the difficulty ramp-up (spawn rate, mob HP), too slow? Too linear?
4) This is however completely intended as StS is not a run and gun; knowing when to move and when to shoot is everything, which is why I specifically highlight this point in the tutorial and recommend the player to destroy projectiles coming from the front with their sword.
5) Can you be more specific?
6)
^This is what I expect you to click on ;) (This screen + the 2$ suggestion are itch's default thing) If this really does bother you, I've deactivated the prompt.
Now don't forget that this is a jam game, made solo in three days, from scratch. Making something even remotely decent with such a scope is extremely difficult.
I was in a bad mood when I wrote that review, forgive me. I've actually fiddled with making a game so I know how much knowledge you have to have in order to pump something this good out in so little time. Like I said, the idea is good and the art and music are cool.
I only played through once, so I can't speak too much to the difficulty ramp-up. It seemed alright - if you get really good at the sword it probably helps. I used the railgun first because it insta-killed; on another playthrough I'd probably upgrade something else because you don't get enough ammo/I never knew when more ammo was coming. I actually didn't see the ammo counter, totally my bad.
You can leave the tipping system up. That was unfair criticism. If people like it they should throw you some money.
On retrospect, I don't mind the pace of the game too much. It just doesn't always feel justified... like maybe his spelunking suit doesn't look heavy enough for how slow every action is. It's like the movement/camera controls in the original Resident Evil... you get the feeling that it's done purposefully for effect, but also it's just so frustrating.
I like this game more than I gave you credit for. It just didn't solve my bad mood at the time.
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So:
1) You put the "instantly kill myself" button (K) right next to the "fire gun" button (J),
2) You gave the railgun limited ammo, but not an ammo counter, nor do you tell the player this until after they've gotten the first upgrade,
3) Can't hit "esc" to exit fullscreen,
4) You made it double-tap back to turn around, which would make sense... except that you can't fire while backing up,
5) Every action takes so, so long,
6) You expect people to pay $2.00 for this.
This game is less "horror" and more "horrible."
Shame, because it's a cool idea.
Thanks for the harsh but useful criticism!
1) Indeed I completely forgot to remove it
2) There is an ammo counter on the top left. I figured the player wouldn't immediately be using the railgun until ~300m so that's where I placed that part of the tutorial. Guess I should trigger it earlier?
3) I could add that, these three points are enough to justify a v1.3. While I'm at it, how was the difficulty ramp-up (spawn rate, mob HP), too slow? Too linear?
4) This is however completely intended as StS is not a run and gun; knowing when to move and when to shoot is everything, which is why I specifically highlight this point in the tutorial and recommend the player to destroy projectiles coming from the front with their sword.
5) Can you be more specific?
6)
^This is what I expect you to click on ;)
(This screen + the 2$ suggestion are itch's default thing)
If this really does bother you, I've deactivated the prompt.
Now don't forget that this is a jam game, made solo in three days, from scratch. Making something even remotely decent with such a scope is extremely difficult.
I was in a bad mood when I wrote that review, forgive me. I've actually fiddled with making a game so I know how much knowledge you have to have in order to pump something this good out in so little time. Like I said, the idea is good and the art and music are cool.
I only played through once, so I can't speak too much to the difficulty ramp-up. It seemed alright - if you get really good at the sword it probably helps. I used the railgun first because it insta-killed; on another playthrough I'd probably upgrade something else because you don't get enough ammo/I never knew when more ammo was coming. I actually didn't see the ammo counter, totally my bad.
You can leave the tipping system up. That was unfair criticism. If people like it they should throw you some money.
On retrospect, I don't mind the pace of the game too much. It just doesn't always feel justified... like maybe his spelunking suit doesn't look heavy enough for how slow every action is. It's like the movement/camera controls in the original Resident Evil... you get the feeling that it's done purposefully for effect, but also it's just so frustrating.
I like this game more than I gave you credit for. It just didn't solve my bad mood at the time.