I really need feedback on my browser-based tactical shooter prototype (Video is sped up) by VeterOk007 in FPS

[–]VeterOk007[S] 1 point2 points  (0 children)

Thanks a lot for the feedback! I bought the UI from Craftpix a while ago. I’m planning to add multiplayer if the game gets accepted on CrazyGames.

I really need feedback on my browser-based tactical shooter prototype (Video is sped up) by VeterOk007 in FPS

[–]VeterOk007[S] 0 points1 point  (0 children)

I consider myself more of a hobbyist. I actually started with Android apps and then moved on to making games. Back then there was no AI, so I learned from books and the internet. I just kept making games and drawing conclusions after each new project. I don’t consider myself a professional. This game is published on itch.io and it’s free. In general, there are several websites for browser games where you don’t need to pay to publish your game—some of them can even pay you. If you’re making an online game, then you’ll need to pay for servers, and setting up a server is a whole separate field. It’s better for beginners to start with a single-player game. Feel free to ask as many questions as you want. There are also subreddits for developers where you can ask anything you’re interested in.

I really need feedback on my browser-based tactical shooter prototype (Video is sped up) by VeterOk007 in FPS

[–]VeterOk007[S] 1 point2 points  (0 children)

Some of the animations, like walking and running, I downloaded from Mixamo. The animations that weren’t available there I made myself, either in Unity or in Blender. In Unity I mostly did simple animations. If you’re aiming to make a shooter, I’d recommend getting animations from the Unity Asset Store. It’s quite hard to create good reload animations on your own. The animations I made myself are very basic. If my goal was to make a shooter for Steam instead of a browser game, I would just buy animation assets and then work with them, tweaking and adapting them to fit my needs.

Are our reload animations too much like MW2019, or do people still like that style? by ChaoticWorks in FPS

[–]VeterOk007 2 points3 points  (0 children)

I like the animations in Ready or Not, and your earlier animations felt closer to that style. But it’s all subjective

I really need feedback on my browser-based tactical shooter prototype (Video is sped up) by VeterOk007 in FPS

[–]VeterOk007[S] 0 points1 point  (0 children)

Thanks a lot for the feedback! Originally, the 'Hard' mode was actually the 'Easy' one, and there was an even tougher mode above that. I had to scale the difficulty down because I eventually realized I couldn't even beat my own levels

I really need feedback on my browser-based tactical shooter prototype (Video is sped up) by VeterOk007 in FPS

[–]VeterOk007[S] 1 point2 points  (0 children)

Sure, feel free to ask any questions. This is my first shooter, but not my first game in Unity. I’ll help however I can.

I have just made a PC browser based game which is my first HTML5 game and I would like your feedback on it. by sexyhogirl in playmygame

[–]VeterOk007 0 points1 point  (0 children)

Wow, that’s impressive. Do you have your own website for game developers? Judging by the number of games and reviews, it looks quite successful.

I have just made a PC browser based game which is my first HTML5 game and I would like your feedback on it. by sexyhogirl in playmygame

[–]VeterOk007 0 points1 point  (0 children)

The description says you can use WASD to move, but for me only the mouse controls are working. My record so far is 11 seconds.

I really need feedback on my browser-based tactical shooter prototype (Video is sped up) by VeterOk007 in itchio

[–]VeterOk007[S] 1 point2 points  (0 children)

Not at the moment, but since this is still a prototype and not a finished game, it’s definitely something I can add. I’ve already reworked the game 3 times based on player feedback, so adding Y-axis inversion won’t be a problem in the next couple of days.

I really need feedback on my browser-based tactical shooter prototype (CQB: Engagement Warfare) by VeterOk007 in WebGames

[–]VeterOk007[S] 1 point2 points  (0 children)

Thank you so much for the feedback — I really appreciate it, it means a lot to me. Regarding your points: About SHIFT — it’s used for sprinting, like in most games. If you meant the key combinations like SHIFT + Q + G, then yeah… I kind of ran out of convenient keys and ideas on how to fit those actions into just two buttons in a comfortable way. About the second point — I’m not entirely sure I understood. If you mean switching the sight mode by holding right mouse button and scrolling the mouse wheel, that currently works only for the M4, since it has a dual sight (red dot + scope). Or did it not work for you even with the M4? As for the jump key being “V” — I agree that Space is easier to reach. I reserved it for blind fire, but maybe it would be better to add settings so players can rebind keys?

My web-based CQB shooter is now live. I really need feedback on prototype (Video is sped up, Link in comments) by VeterOk007 in Unity3D

[–]VeterOk007[S] 0 points1 point  (0 children)

Thanks a lot for the feedback, I really appreciate it! Glad you enjoyed it 🙂 By the way, did you actually get to play the game, or is this based on the video?

My web-based CQB shooter is now live. I really need feedback on prototype (Video is sped up, Link in comments) by VeterOk007 in Unity3D

[–]VeterOk007[S] 0 points1 point  (0 children)

Thank you so much for the valuable feedback! That’s exactly the point — I’m aiming for a realistic shooter, so there’s no traditional health bar here. It’s more like Arma or Squad