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Goddamn.

I haven't even been able to finish through the first half of this and I can already tell how ridiculously good of a shooter it is. The difficulty is brutal but fair and challenging. Ammo can feel scarce at first until you realize the game is teaching you fire control. Once you do, you have more than enough bullets to make it through with precision shooting. Also, the soundtrack is simple but it already slaps.

There's only two weapons available at the moment but they both stand out on their own. You get a machine gun that spits lead as hard as it chews through your ammo, and a grenade launcher shotgun hybrid that absolutely GIBS everything. Forget the fists btw, trying to melee in this makes you feel like a suicidal ice skater. Your health can get immediately shredded if you take any shots and the most common health syringes only heal you for single digits. Make use of that super speed strafe if you wanna make it through.

Had an initial gripe with how the shotgun doesn't go in a circle spread - it goes in a horizontal line and forces you up close to land all your shots while still letting you crowd control. The game doesn't come with an instruction screen so it took some time for me to realize there was a grenade function (and a kick??) lol.

Would love to see some accessibility options in the future for mouse sensitivity and maybe a checkpoint system (please have mercy). Brutal shooters are great but the demo can feel a bit much at the moment if you're not experienced with high-paced shooters. One of the first enemies you encounter can be super annoying because their projectiles are blood red (just like almost all of the level) so you can barely see it coming. I can't even tell if it's actually hitscan or the projectiles just come too fast. The vertical movement/platforming in combat feels a bit redundant until you get into the towers level with the bouncing pads.

All in all, this game is seriously underrated and really deserves to stand out more on itchio. The fact that the DEMO has this much quality is awesome. It's got tons of potential to sit up there with New Blood shooters and all the boomer shooters in rage right now.

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Oh, lord, finally someone who actually gets what this game tries to do. I've seen so many people play this like it's a mindless shooter where ammo doesn't matter and it's "unfair" when enemies do a lot of damage. Everything is projectile-based for that reason. You can always dodge attacks as long as you focus on what's happening. Anyway, to answer some of your pointers.

-Accessibility options are coming, but it'll still take a while. I've gotten lots of requests for mouse sensitivity settings, so that's what I'm gonna add first of course. Keybinding will come later. That stuff is HARD to make.

- Hard to see projectiles are indeed an oversight on my part. I will update it once I get the time to work on Incision again. Also nope, there's no hitscan enemies in this game and never will be

-  Not sure what you mean by vertical platforming feeling rendundant. The jump pads were an experiment in the final room, but I gotta say that I'm not very happy with that room. The last third of the level was kinda rushed to meet the deadline.

Thanks for the comment. This was really cool to read!

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The shotgun is a huge visual and mechanical upgrade from the first demo. I love the idea of secondary attacks for each weapon, like in blood. The assault rifle is still a little underwhelming, but it sort of fits as an analog to a pistol in other FPSs. overall, this seems extremely polished.

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Machinegun really was intended to replace the pistol before I get to make one. It's accurate, does reasonable damage, but isn't as useful as the shotgun in most cases. I'm struggling to come up with an interesting secondary firing mode for it. I'm trying to make the guns similar to the ones in Painkiller, so they should feel like there's two guns in one, instead of having a regular firing mode and a stronger mode.

The generic choice is an underbarrel grenade launcher/shotgun, but you already have a dedicated shotgun. Grenade launcher would be my go-to. A zoom mode wouldn't really suit it, since it's not entirely meant for constant long range combat.

Blood's tommygun secondary consumes 2x the ammo per shot, but you wave it around, so you are able to hit enemies within a cone around the player's camera.

My idea for thrash was for a machine gun to have a hybrid between blood and the zoom in idea, where your fire rate doubles, you activate a laser sight, and you zoom in slightly. The downside would be to reduce player movement during that time. I don't know if it would really work out, but the idea was to be able to get a big dps spike at the cost of peripheral vision, long range precision, and movement

You could do like wolfenstein and allow the player to scope in and do powerful, accurate single shots at the cost of several bullets.

too many options.

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HOLY COW. This is incredible. You should definitely keep this project going.

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I am, and thank you! Keeo following my twitter for updates. I'm hoping to get this game into early access by next summer.

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Look and feel of the game is perfect, I'll wait for the new demo before I give any more feedback as I supposed much of this will be outdated by now. Adding this to my shopping list, buying as soon as it's available

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loved the demo, made it to daylight after playing for a couple hours. the pace and challenge feel right, love the direction of the art and sound design very creepy. the rolling head view on death was a lol.  I'd like to see airstrafe movement added and jumping over  some obstacles was difficult at times. I pretty quickly found if you climb to the roof of the starting warehouse you can jump to the other buildings and clip straight into the final spiderpope arena skipping most the demo level. had a blast playing look forward to more 

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Memeing or serious? Because I'm already thinking of making wall jumping, so grappling hook wouldn't be a too far fetched idea either.

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My first impression is that it feels GREAT!

 

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Awesome!

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Really cool and stylish. Made it to the room with the spiders on the pillars, which was a lot of fun to fight in. Level design felt a bit too 'real location' up until that point for such a style heavy game but maybe that's just a way to slowly introduce the player to the world. Also I think a bit more air control and dynamic movement could be really neat. Can't wait to see what this turns into!

Dunno if i messed up installation or something but i seem to be missing the hud in the demo. Sorry if this is a question with an obvious answer.

It could be a resolution issue. What's your native resolution? The HUD doesn't scale with the screen in this version, so maybe you're running at a low enough resolution to hide it?

Most likely to be honest. I saw on twitter the new demo is coming out soon so it's like no biggie, i can wait for the new demo to come out.

Great! And thanks for the reminder about that issue. I haven't even thought about the HUD that much lol

Just finished the demo and I can definitely say that there's a great foundation here for a bigger project. The gunplay and movement style feels very familiar in a good way making it easy to pick up and play. I especially like the art style too and ominous storytelling. The only 2 gripes I had while playing is I feel like the intro part of the stage where you gotta get the red key could be opened up a little more to give incentive on the fast movement speed and jump mechanics that are present. The only other gripe I had was a bug I found where the room with the two doors and leading to 2 regular enemies and the other lead to a shotgun enemy and some machine gun ammo was glitched. The 2 enemy door was fine but the shotgun door would open allowing the enemy to fire at you however you couldn't actually walk through it you would have to hit E again to actually open the door. All things considered though this demo is damn good and I feel like it could be something even greater down the line.

Thank you for the lengthy reply! Yep, those issues will be looked into. The version that's available was made in a month and I haven't updated it afterwards, so it's REALLY janky. I'm trying to update it next week with tons of new things in it. Remade soldiers, a whole new enemy, remade guns, better movement, new level, music... It's all almost done too. Stay tuned! btw, where did you find my game from? I suddenly got a massive spike in views and downloads.

whenever i go to download a game on my linux mint i always want to know how to get to play the game, could you explain to me how do i extract and play the game on my linux?

Sorry, I can't help you with that. One person asked for a linux build so I made one. I don't have a linux myself so I can't even test if it really works.

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Very interesting, love the feel of the combat and the punchiness of the weapons. Also digging the oppressive atmosphere! Hope you turn this into a full blown game someday!

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That's the plan! The demo is also pretty aged at this point. I'm trying to release a new one with a new map, new enemies, new gun, tons of fixes etc. Gimme a follow if you haven't already so you'll be notifed once it's out!

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good but so hard
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Thanks for playing! Yeah, the game is very challenging but also rewarding. You haven't played many shooters before, have you?

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i think this game need balanced shot for kill and mode easy and hard ... vibes quake

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I played the demo and I must say, You have to make a full game outta this. This game seriously rocks and I WANT MORE. Everything about this is Fantastic, Gritty & FAST. If this was ever turned into a full product I would definitely pay full price for it. Keep up the good work!

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Hell yeah, thanks for the kind works! "Biggus Johnus", huh? Izzat you, Dave boy?

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Haha I wish.

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I'll keep on believing that you're Dave so I can feel blessed. I did send my game to him, but never got any response from him... ;__;

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Hey, man. I really liked this demo, but i couldn't help feeling very envious... I'm (coincidentally) making a quake inspired fps, and I also gave myself until Halloween (which was in 1 month, at the time) to get a playable and polished demo. I don't think that I would be able to make anything as rad as this in a month.

The webgl build for what I have is at https://almost-friday.itch.io/thrash. Although super barebones and ugly, I actually have some features that I didn't observe in your build, with rocket jumping and melee enemies being the two noticeable ones. Do you have a discord account? I'd love to see if I can help you out in any way, be it programming, art, or animations.

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Same here, I'd love to work on a retro FPS game with either of you. I have a few incomplete projects on my page, but I'm only willing to use Godot or write one from scratch (Linux user)

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I'm only experienced with unity; I've never even touched godot.

My discord tag is almost_friday#1508, I can show you what I managed to do in a couple weeks in detail.

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