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/vr/ - Retro Games

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>> No.10357009 [View]
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10357009

>>10356545
Gave it a go, here's my thoughts:
-The pistol is comically better than both the other weapons.
The fire-rate is as fast as you can click and it has the same or better accuracy than the thompson.
Most other fps that I've played with an infinite starter pistol usually make it have some kind of battery that has to recharge or a forced reload animation every X shots.
-All the weapons have poor feedback and kind of weak sound-effects. Something like a basic screenshake effect would help to sell the power of the guns, maybe also something like ejecting spent bullets as well.
-The flamethrower felt the worst to use, you can't see shit when shooting it and the flames only seem to do damage after they've formed the damaging floor element so the gun ends up being strictly worse than everything else.
-Player movement needs some work, the base speed is okay but it feels too floaty and weightless. Add some headbobbing and maybe something like allowing the player to move faster diagonally a bit like quake. I know movement sucks to get right so I'm sorry I can't say much here apart from study movement systems from fps you like.
-Enemy hit feedback needs amping up, the only feedback I got was the sound of enemies getting hit and that was mainly it. You need to amplify the blood effects with how small the sprites are.
-Because of the wierd scale of the environment, maybe add something like a ring around pickups and interactables to make it clear where stuff is. It's good that the doors had such a large interact volume but there's no indication how close you need to be for that.
-Last couple of things I can think of is turn down the damn bloom on enemy bullets. Make the bullets a glowing sprite or something rather than a cylinder of BLOOM. Also set default sensitivity to 1 rather than what it currently is; who's your market supposed to be, esports pros?

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