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I'm really digging this. How many levels do you have planned? Also, just a little nitpick about the gore: the blood decals have to spawn on a completely flat wall for them to look right. If they spawn on a pillar or on the edge of a wall, for example, part of the decal is suspended in the air instead of being flush with the level's geometry. Will this be addressed, or is it not fixable?

Thanks buddy! The demo is only a small part of the game. I can't say how many levels there are, but the game flow will not be too short in the plan. Regarding the decals in the corner position, if the corner effect of the decals is achieved, it will spend additional graphic resources. In order to make it run well on some mid/low-end computers, this effect may not be changed, sorry for this part.

Very good impression overal. Gunplay and controls are already pretty nice, with some polish and refinement they should be perfect. Visuals are excellent and design is consistent. It's easy to tell one enemy from another, altough the tanky grey demon threw me off a bit the first time I encouneterd him. I took him for the regular melee guy. 

There's way too much ammo on normal mode - more limited resources might result in a more tactical approach and more interesting gameplay. But it depends what you're aiming for. 

The level design rewards exploration but it's perhaps a little too complex and confusing. I first stumbled right at the beginning because I didn't notice the ladder next to the gate. There were multiple times when I had problems noticing buttons and corridors. On second level I got so lost that I gave up. It's good that game lets you figure out stuff but I think finding a way through the level should be easier than finding secrets. 

I like the katana alt attack - the cooldown would be a good idea to use it strategically, if there wasn't so much ammo lying around at player's disposal. Also - since katana has an alt attack, are you planning on adding alt fires to other weapons?

I'm not entirely sold on the bullet time. It sounds cool but I don't actually feel the effect during combat. It feels very random when it happens, especially upon killing last enemy in a fight. It might make more sense to have it as a colldown ability under a hotkey. And maybe if it for example turned hitscans into slow moving projectiles for the duration of the effect. Then it would make sense to put high damage hitscan enemies into the game. 

I never once used dash in combat situation. I only used it for backtracking and obvious platforming segments. It could be a really good tool for quickly reaching high priority targets, especially combined with bullet time. If there were hitscan enemies dashing could be used to make them miss.

Enemy infighting is always a nice feature - something to consider:) 

Spiders - adding small, fast enemies with tiny hitboxes to the game is risky - people usually hate them with passion. So keep that in mind and make sure to give the player some good AOE weapon that would make them lot less annoying:) And since you already have spiders, add some giant buffed versions of them for the sake of variety!

There might be some optimisation issues as well - Game runs below 30fps on my PC - which is far from high end but in the same time game does not seem to have dynamic lights (aside from muzzle flashes), ssr or any other expensive effects that would explain this. 

Thank you for such details!

About ammo on normal, yep I will keep testing ammo resources in different difficulty mode to make it more balanced. :)

Thank you for your praise of the katanas, the next test will open the weapon upgrade system, and some weapons can get the alt_attack mode by upgrading.

Dash is a very important skill in HH, because many enemies in HH are very high speed (especially above hard difficulty), dash is a very good ability to stay away from enemies or to get closer to the enemies killed or dodge Projectile. Above HARD difficulty, the dash is very useful for dealing with enemies that have a lot of melee damage, and the cooling time is not long. When you are used to using dashes, you will find it very very sweet :)

The spider is really a headache, and you will get a new weapon in the next level, which is very useful for dealing with spiders. The katanas are also one of the best weapons to kill spiders, because the melee attack of the katanas is an AOE attack :)  You guessed it, there is indeed a huge version of the next level. : D

In fact, I haven't started to deal with the optimization problem yet. Sorry about the low fps. Thank you for reminding me! The overall optimization of the display will start in due course.

Thanks again for such detailed feedback!

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There's potential here! firstly with movement it feels clunky in the way that acceleration in the movement is too fast. when you land a jump your it feels like velocity immediately goes to 0.  I think a little bit of deceleration would be nice. 

also agree with others, gun enemy should have projectile not line trace.

needs quicksave button ! on dying nothing happened for me, no click to start over. 

Difficulty jump from medium to hard seems too much. medium is a bit easy. 

I like this game though, even though its dark aesthetic I think its too much brown

Thanks for your feedback! I am working on a new version with a new tutorial level will release in a few days, It will fix some movement issue. And gunner will launch projectiles. Thanks again!

Giving the gun zombies a slower more visible projectile that can actually be avoided (think how dusk gave the soldier enemy dudes a bullet with actual visible travel time) would be a welcome change or like someone else suggested a more obvious windup animation would be a good change

As an early monster, a gunman with a hit rate of 100% seems too powerful. The gunner will be changed to projectiles, and the 100% hit rate will be set on certain special monsters. Thanks!

I played about 1.5 levels til I died. Grat job. Could do with some music and some more items in the boxes. Ill have a gameplay video on my youtube channel tomoz.

Cant want!

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Played through the first two-ish levels. Here are some of my gameplay suggestions for you (just my opinions):

  • Use more enemies that are projectile-based, or at least not 100% accurate. There’s no reason to even dash, since no matter what I’ll be shot by the starter gun zombies.
  • Enemies should be stunned when shot/damaged. It is frustrating for enemies to just tank through damage.
  • The melee attack combo feels too slow for me. Maybe let the player do each swing one click at a time, or charge up a big swing.
  • Reloading on the pistols every 24(?) shots felt like taking away control from the player. If there was a reload key, it wasn’t R. I would prefer no reloads, but that is preference.
  • Finally, autosaves throughout each level would help ease some frustrations with progression for those who aren’t saving at every step. Overall, good job so far, amazing art too!
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I don't think 100% accurate enemies are necessarily bad, at least you should get enough warning before they shoot. I'm thinking of vortigaunts.

True, a big telegraph like with the Vortigaunts in HL1 would help ease the perfect accuracy, if it were to be kept in this game.

Thanks! Gunner will launch projectiles next update. 

Thanks to your suggestions.the gunner will launch projectiles in the next update.They are too strong now. In the future, canceling the pistol reloading would be an option for weapon upgrades.Thanks again :)

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Have you ever thought about Selling this on Steam ?
also, C should be Crouching too

Not now, but will sell on steam in the future, you can change your custom key setting when Options menu is ready. :)

Show post...

10/10 THIS MY VOTE .. love retro! and want full story :D 

Thank you ! Awesome!And you hold katana, you can press 'Q' to combine and throw it out. 

Off to an awesome start! Guns feel good to use, enemies are fun to shoot, and the levels look great. I really like the atmosphere so far. My immediate concerns are the input issue that Hakita mentioned as well as ranged enemies. The game seems to run smoothly when I'm standing still and moving forward, but whenever I move the mouse to look around, it becomes jittery. I have mouse sensitivity at maximum and I still can't turn as fast as I'd like; this might be related to the first problem that Hakita described, however.

I understand the design philosophy of making hitscan ranged enemies that will hit the player 100% of the time with line of sight, as classic games did do that. I disagree that modern games should still have them - DUSK and Amid Evil do just fine without it, and the ranged enemies in those games are still a threat. When you walk into a room and see zombie gunmen in the middle of several melee zombies it's tedious, because you immediately have to move *backwards* instead of *forwards*. Moving towards the enemies is fun and encourages you to strafe around and use the combat arena of a room. Moving backwards encourages you to lure enemies into a chokepoint and pick them off as they come through, then play "peekaboo" with the ranged zombies until you finish them off, which isn't as much fun. You can't play aggressively in Hell Hunt without getting shot several times and losing a lot of your health, especially on Hard mode. 

If you intend on keeping the ranged enemies as they are in Hell Hunt, I strongly suggest making them A) shoot less often, and B) give them a delay on how fast they shoot when they spot the player. If they see the player, make sure they can't shoot for at least a second or two so the player has time to find cover. I took a lot of damage in this demo that couldn't be avoided because I couldn't react fast enough and didn't know where the ranged zombies were, which did not feel fair.

With all that said, Hell Hunt is showing a lot of promise already, and I love the sound design especially - those pistols are awesome! With some more polish on the control input and a change to make ranged enemies less tedious, this could be really great. Keep up the good work!

Thank you very much for such detailed feedback. It really helped me a lot. I just updated a version to see if I can change the problem of mouse shake. Regarding GUNNER, it may indeed be a big threat for players. I have significantly reduced GUNNER's damage and fire frequency. I will continue to see if I can find a balance between fun and difficulty. Thanks a lot! 

Could you help download the latest version and see if the mouse issue is resolved?

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Nice visuals indeed, the gameplay though needs work. It really bothered me that I couldn't  dodge the ranged enemies. Menu felt abit clunky when saving. The melee weapon didnt really work for me at all. There were times when it left me completely defenceless due to long time it took to get it back after throwing. The super shotgun felt really nice, good job on that.

Its a nice start though so keep working on it x)

Could you tell me the saving issue in detail? Those ranged enemies have been reduced their damage and fire frequency in the latest version. Thank you for the feedback!

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Righto! Its not a huge thing but would really be nice if you could just click on the spot you wish to save (or double click) instead of just first clicking the spot then the save button :) Also the game doesnt seem to pause when youre in pause menu. Also quick saving would be nice to have.

Got you:) Will continue to add humanized design in development. Thanks! 

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Beautiful visuals but the gameplay needs a lot of work in my opinion. The game seems to check for mouse and keyboard inputs at a lower frequency than the refresh rate (possibly in FixedUpdate) which makes turning incredibly jittery and jerky and movement feel unresponsive. The ranged enemies seem to have 100% accuracy regardless of what the player is doing, making fighting them feel like a chore. Clicking once with the sword causes 3 swings, etc.

Your art is great but please take the time to polish the gameplay. It's what players will be doing 95% of the time.

Deleted 4 years ago
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