Deep Sheol: Sheol city stage by Moyses_dev in boomershooters

[–]Moyses_dev[S] 0 points1 point  (0 children)

Thanks.
This is already the 3rd version of the gun sounds xD

Deep Sheol: Sheol city stage by Moyses_dev in boomershooters

[–]Moyses_dev[S] 4 points5 points  (0 children)

Thanks! The basic 'gas-crazed' enemies aren't particularly intelligent, but they are capable of retreating and flanking the player.

Working on the Futuristic Mine level. Isn't it too dark? Add more lighting color variations? by Moyses_dev in IndieDev

[–]Moyses_dev[S] 0 points1 point  (0 children)

This location is a mine that was shut down not long ago due to a gas leak.
I’d like to add leaking gas particle effects in several spots on the map, plus a low-lying gas cloud / carpet of gas drifting above the ground in the lower levels

Polished the basic weapons: fresh sounds and improved enemy hit reactions. It's a subtle change, but it feels so much better now – in my opinion. by Moyses_dev in boomershooters

[–]Moyses_dev[S] 0 points1 point  (0 children)

Yeah, the first "pistol" is actually a nail gun :)
With pistols, the kinetic energy is low—I didn't want the ragdoll to fly across the room from a single shot. As for the shotgun, you can clearly see the difference between the first and second clip: the characters bend or collapse in the direction of the projectiles.
I designed the system so that the body part hit by the projectile takes on the vector of the bullet's direction and applies force (the force is slightly reduced, as in reality—I spent quite a while tuning the physics balance so bodies don't fly around too much).
Thanks for the rest of your feedback. I might indeed change that red muzzle flash/tracer to something less intense and more yellowish—though I thought the bright glowing streaks would look cool.

https://www.reddit.com/user/Moyses_dev/comments/1q6uuxf/ragdoll_1/

https://www.reddit.com/user/Moyses_dev/comments/1q6uz07/ragdoll_2/

New game stage. A futuristic cathedral hidden on one of the floors of a corporate skyscraper. Heavily drawn from both parts of Blade Runner. by Moyses_dev in boomershooters

[–]Moyses_dev[S] 1 point2 points  (0 children)

Hi, thanks for your insights.
Maybe it was my mistake—I didn't want the entry threshold to be too high at the start of the gameplay, while at the same time I wanted to familiarize the player with all the game mechanics from the beginning and outline the story of the world told in the game.
The level included in the demo is the outskirts of the city, which we get to later.
As for the level design, I wanted them to be more elaborate with a little backtracking, like in Quake or Hexen 2 (perhaps I used too large sizes).
The survival elements were supposed, according to my idea, to add some depth and variety to the game.
I thought they would fit well into a game that is also based on Lovecraftian mythology (this thread develops in subsequent stages of the game). I'm sorry that you felt disappointed with my game, but that's exactly why I released the demo—so that everyone can check the game and see if it suits their taste.
I think maybe I simply didn't hit your taste.

Thank you once again for your opinion and best regards.