Feels like a time capsule from an age that never was, a dreamt up chimera of early 3D style and late 2D design, and I mean that in the best way possible. Genuinely had a blast with this :D
It's very trial-and-error-y, not that it's a bad thing, I think it works for this kind of game! Great visuals and atmosphere. Would really appreciate dedicated aiming controls and perhaps a health bar?
The visual style of this game is so unique, its quite nice. I the level is also fun to explore and the single shot at a time insta death scenarios you are put in give space for problem solving. Nice game!
Man I really the graphic and it's implementation. You gotta create youtube for the behind the scene / devlog with how you intrepet the ideas. Anyway, less HUD means the game rocks.
@zedgame Thanks for the feedback! The level was intentionally designed without aiming, but I agree that it could be a good feature for a full game with multiple levels. And by the way, we actually implemented a health mechanic, but since we opted for instakills, it wasn't used. Both the enemies and the main character have just one point of health each
Cool game, I liked the tension of the one-hit kills. I really had to focus and be careful with my movements to not die, and it was satisfying to do so! I think lowering the player movement speed a bit and increasing the light around the player a little bit would help the experience be more accessible, but I did enjoy having to use my ears and wits to shoot enemies in the darkness from time to time.
One big tip I could give is to look into camera damping - right now, the camera is glued really rightly to the character, so as you move left and right the camera jerks around with you. This can be a hit hard on the eyes, and makes it tricky to see sometimes. Camera damping would allow the player to move their character around wildly without the camera also freaking out at the same time.
@DrSmey Oh, I see. Actually, it's a trap, and you were supposed to jump over that pit. But it's cool, that you've managed to kill them. I personally couldn't do it
Otherways this was really enjoyable. The darkness nicely made the map seem scary with suprise enemies possible killing you. Remind me of old nes games etc with the punishing mechanic and sidescrolling simpleness. I have mixed feeling about the visual clearness of platforms etc. On the other hand it really ups the exploraty getting lost and in the other hand they are just hard to see sometimes.
Since, the way I atleast played, there was a lot of small running back and forth quickly when kiting the enemies and my eyes suffering anytime i did it somewhat lessened the fun of redoing the "solved parts" again, even though it was in my option good lenght.
The style of game is positively distinct with the mix of 3d 2d.
It was interesting but I think maintaining the character in the centre would be better, also checkpoint would be great to no need to restart the entire game when you die, nevertheless, I like the idea of mansion full zombies (as a classic resident evil fan hehe) and the 2d being 3d also cool idea!
For me the darkness effect was overdone, because the game was impossible to solve before seeing a section in a previous run. And even with light some assets like wall and stairs are hard to differentiate. But it was a good idea to add an sound effects for every zombie to mitigate these issues.
I had a great time playing this game! The mechanics are smooth, the style is charming, and the sound design adds a lot to the atmosphere. It’s clear that a lot of effort went into making it. I’d gladly recommend it to friends.
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Interesting concept, once you get the hang of it, shooting zombies is very fun. Nice entry
One big tip I could give is to look into camera damping - right now, the camera is glued really rightly to the character, so as you move left and right the camera jerks around with you. This can be a hit hard on the eyes, and makes it tricky to see sometimes. Camera damping would allow the player to move their character around wildly without the camera also freaking out at the same time.
Otherways this was really enjoyable. The darkness nicely made the map seem scary with suprise enemies possible killing you. Remind me of old nes games etc with the punishing mechanic and sidescrolling simpleness. I have mixed feeling about the visual clearness of platforms etc. On the other hand it really ups the exploraty getting lost and in the other hand they are just hard to see sometimes.
Since, the way I atleast played, there was a lot of small running back and forth quickly when kiting the enemies and my eyes suffering anytime i did it somewhat lessened the fun of redoing the "solved parts" again, even though it was in my option good lenght.
The style of game is positively distinct with the mix of 3d 2d.