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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. :)

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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 3 years ago
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