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This is a Very Early Alpha Demo. Does not represent the final product. Please leave feedback on balancing, bugs, and anywhere else the game could improve.

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HostileAlphaDemo1.0.zip 314 MB
HostileAlphaDemo1.1.zip 313 MB

Development log

Comments

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I've been following your project on YT for awhile now, so I was excited to see your had an alpha out. 

I gave it a try and overall, really well done!  I'm gonna try to focus my feedback into things that worked, and things that could use some improvement. 


Good stuff:

Palette - I really enjoy the two toned look, the cool blue of the water with all the harsh red scenery is really unique. 

Presentation - What is there is relatively polished. I played through and didn't linger much, but I didn't experience any bugs apart from one of my ammo counts reading "text".

Existing mechanics - The sword, pistol, and burst pistol were all fun to use in their own right. Throwing enemies is an interesting mechanic as well.

Design - I really enjoy the design of the weapons and enemies. The linework is really clean and it is pretty cute. Excited to see more of this with further releases.


Stuff to improve:

Pacing - I think you have enough content here to reasonably pad it out into a better paced experience. For example, I never really got to use the sword because the pistol comes up so quickly, and then the same for the pistol and the burst pistol.

Combat - Combat is solid, but could stand to be juiced up a little. The AI on the mobs is a little bit docile I think, I never was particularly at risk of dying. Difficulty is subjective of course but I think it is a touch on the easy side overall. I would like to see more frantic combats, with bigger pools of mobs in the future. I'm sure you have that planned though, this is an alpha.

Music - That little tech rock loop thing is catchy and I liked it, but I think it would do a TON for the atmosphere in your game if it came in and out with the combat. I recognize this is a more advanced feature to implement, but it would do a lot of good to switch between ambient sounds and that combat rock. 

Options - This is most likely on your short list of things to implement, but some volume controls would be much appreciated. 

Main Gameplay Loop - Right now your game only has one real objective: Find the level exit. Lots of games (especially classic style FPS) use this design. Think about how classic games add variety to this formula, in the form of boss fights, looping levels, mazes, keys and locks, etc. There is a lot of stuff you could do in this area, so get creative!


Really nitpicky things:

The UE editor was printing a message to rebuild the lighting, make sure to build with debug disabled. I've done the same thing lol.

It would be cool if the UI and menus matched the red/white/blue palette. Another thing that you'll probably do in time.


Other thoughts:

What you have here is a great foundation. You could absolutely expand this out into a small commercial release if that was your intention. Follow the fun and try to make more engaging combats and levels that have a little more pacing built into their design. 


I'm looking forward to seeing more of this game in the future, really well done.

thank you for all the helpful feedback. It’s great to have an unbiased take on my game (especially being a solo dev). I will try to fix all these issues and suggestions. I am planning for a commercial release so this feedback will help me improve my game a ton

Its pretty good so far but I've noticed a few glitches, some of the med kits on the floor do not heal you but damage you instead. Doors also stop opening when you back away from them mid animation. It would also be nice for your health/shield to regen when you die/enter a new level.

Ok thank you for the feedback. I will try to address these issues soon and make an update for the next build version

Please feel free to leave feedback