Very clean and promising demo, I like the gunplay and I feel the punchiness of the weapons is well sold. The AI is fairly difficult and the level design, geometrically and pacing-wise, accentuates their difficulty, except in verticality. As a normal TFPS (or arguably a normal, slow-paced FPS), it plays satisfactory and and is a well oiled experience.
I would argue, though, that while the dash can be useful for pressed situations, it, and fast movement in general, is not well incentivized in the game. normally this'd be a quality, but there is so much cover in the game that not only does it incentivize trapping the AI and picking careful shots when not, but it also impedes any monkeying in the game, the arenas could be bigger to allow for space to move between cover and also cover-to-cover combat, and the enemies should better coordinate pushes andor organize into squads as to disallow camping.
I'd also recommend adding some value that adds with velocity in the last second, which can be adjusted to enemy aim to make it worse as to superficially encourage movement.
Overall, as it is it's a 4.5, but to achieve the genre it's aiming for it might need a new design scheme to make it a fast paced T-FPS (i'd argue there's also not many tactical elements as well)
← Return to game
Comments
Log in with itch.io to leave a comment.
Very clean and promising demo, I like the gunplay and I feel the punchiness of the weapons is well sold.
The AI is fairly difficult and the level design, geometrically and pacing-wise, accentuates their difficulty, except in verticality.
As a normal TFPS (or arguably a normal, slow-paced FPS), it plays satisfactory and and is a well oiled experience.
I would argue, though, that while the dash can be useful for pressed situations, it, and fast movement in general, is not well incentivized in the game. normally this'd be a quality, but there is so much cover in the game that not only does it incentivize trapping the AI and picking careful shots when not, but it also impedes any monkeying in the game, the arenas could be bigger to allow for space to move between cover and also cover-to-cover combat, and the enemies should better coordinate pushes andor organize into squads as to disallow camping.
I'd also recommend adding some value that adds with velocity in the last second, which can be adjusted to enemy aim to make it worse as to superficially encourage movement.
Overall, as it is it's a 4.5, but to achieve the genre it's aiming for it might need a new design scheme to make it a fast paced T-FPS (i'd argue there's also not many tactical elements as well)
Solid demo! Secret hard mode was a beast.