Played for a bit, v1.2, I had about a half-second input delay. I've noticed this one all but one submission made with Unreal, so I think it might be an optimization issue. All these games are using dynamic lighting.
The on-screen text always disappears before I can read it. I wandered around, fought one shadow dude at the top of the stairs, interacted with the pylon, saw the door open slightly, but not enough to open... and that's it. I couldn't find out what to do next or where to go. I wandered around. Thinking maybe I hit a glitch, I restarted and did it all again, same outcome.
So based on what I played, it looks great. Controls could've been thought out better. I couldn't use mouse look until after spotting the enemy for some reason. Player guidance needs improvement, Just a bit of optimization and polish and this would be pretty good.
hmm. I did optimize it decently well, at least for unreal standards. Can I ask for your specs? The door issue has me thinking you're not running the game well as its supposed to just open and its not able to compute that fully. What specifically about the controls did you not like?
I'm playing on a Steam Deck, launching through ProtonTricks Launcher. Generally the only time I see performance issues like this is with indie Unreal games.
Regarding the controls, as I mentioned the camera controls didn't work at first and just randomly started working after encountering the first enemy. Camera sensitivity was a bit too high for me as well. Whenever possible, you should have things like that be adjustable.
I recall the combat controls used some of the same buttons as non-combat, W and E. So imagine I wanted to map those to a gamepad, those same redundancies would be present there.
Ah then I'd imagine its some compatibility issues. I didn't make controls for controller type inputs so that's probably another reason why things aren't working as they should (I don't personally have a controller so I don't bother).
Hey, the main character is really nicely designed! All around I think it's a good concept that just needs more polish. Combat in particular could be more exciting. Also, when I got to the door where the character says "Hmm." I think there was supposed to be a puzzle, but I just walked through the door with no collision.
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Played for a bit, v1.2, I had about a half-second input delay. I've noticed this one all but one submission made with Unreal, so I think it might be an optimization issue. All these games are using dynamic lighting.
The on-screen text always disappears before I can read it. I wandered around, fought one shadow dude at the top of the stairs, interacted with the pylon, saw the door open slightly, but not enough to open... and that's it. I couldn't find out what to do next or where to go. I wandered around. Thinking maybe I hit a glitch, I restarted and did it all again, same outcome.
So based on what I played, it looks great. Controls could've been thought out better. I couldn't use mouse look until after spotting the enemy for some reason. Player guidance needs improvement, Just a bit of optimization and polish and this would be pretty good.
hmm. I did optimize it decently well, at least for unreal standards. Can I ask for your specs? The door issue has me thinking you're not running the game well as its supposed to just open and its not able to compute that fully. What specifically about the controls did you not like?
I'm playing on a Steam Deck, launching through ProtonTricks Launcher. Generally the only time I see performance issues like this is with indie Unreal games.
Regarding the controls, as I mentioned the camera controls didn't work at first and just randomly started working after encountering the first enemy. Camera sensitivity was a bit too high for me as well. Whenever possible, you should have things like that be adjustable.
I recall the combat controls used some of the same buttons as non-combat, W and E. So imagine I wanted to map those to a gamepad, those same redundancies would be present there.
Ah then I'd imagine its some compatibility issues. I didn't make controls for controller type inputs so that's probably another reason why things aren't working as they should (I don't personally have a controller so I don't bother).
Hey, the main character is really nicely designed! All around I think it's a good concept that just needs more polish. Combat in particular could be more exciting. Also, when I got to the door where the character says "Hmm." I think there was supposed to be a puzzle, but I just walked through the door with no collision.
Excited to see future updates!
OH right the door collision! I kept forgetting to fix that.