The idea was great! And although the controls were somewhat hard to master, the gameplay was very nice. The problem for me was that aiming was a hastle, especially with the possibly inverted mouse, although the laser helped. It was also annoying to replay the level everytime you died, as one guy said below, checkpoints would be nice.
Overall, great game! And I would hope it would get polished and published into a full on title.
Killer idea and execution. I had a lot of fun and was genuinely challenged. It was a bit clunky but the game balance was perfect and the concept was spot on! I would love to play a more developed version of the game
I thought this was really cool! I remember wondering if anyone would do a first person shooter from a third person perspective, but I thought that it would probably be a pain to play. You proved me wrong though! I think the most important aspect is that you fire the camera out of the gun, so you can always reorient yourself with the camera pointed at your character. The laser pointer was also very nice, and aiming with it felt intuitive and smooth.
I do feel like maybe a checkpoint could have been useful, mainly because starting over and having to break through a bunch of crates every time you died was a bit of a hassle since the gameplay is rather slow and careful. I understand that this probably wasn't a priority though.
I also think it would be interesting if you could fire a camera out backward from your character as well. I know that would sort of change the gameplay a lot, but there were a lot of times where I'd want to see what's in front of me, but I'd have to turn all the way around to fire a camera. This was especially problematic if I was being shot at by someone in front of me that I couldn't see, because then I'd have to choose between blindly firing and hoping I hit them, or turning my back on them to fire a camera. I think that the forward firing camera works really well in the tactical situations where you want to see what's going on up ahead of you, but in the maze area, it was really awkward to either fire a camera and walk to a corner and then fire another camera and get completely turned around, or to walk backward firing cameras, not knowing if there'd be an enemy up ahead that you'd need to turn around and shoot.
I liked that most of the obstacles in the tactical section were destructible crates, because it felt really cool to break a crate that you knew had an enemy behind it. It was also really nice to be able to break everything and not have to do too much maneuvering around things.
Anyway, I thought that this was an incredibly innovative approach to this challenge, with a lot of really nice game design choices, and it was a lot of fun to play!
Well, you made it. The world finally has a 2nd person shooter. It's an interesting concept you have executed very well.
I think this is the kind of core game mechanic that is instantly understandable but could take entire game to master. And this could easily scale into an entire game; getting more complex as the player slowly gets used to reorienting themselves every couple seconds. Players eventually taking the hindrance of having to move the camera into an advantage to see enemies behind cover, on roofs, and in neighboring rooms.
That end level maze was completely ridiculous. I was about to start drawing it out on paper before I lucked into finding the end.
I defiantly think you could take the SuperHot route and turn this idea into a full game. Best of luck whatever you decide to do!
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Great idea, poor execution.
The idea was great! And although the controls were somewhat hard to master, the gameplay was very nice. The problem for me was that aiming was a hastle, especially with the possibly inverted mouse, although the laser helped. It was also annoying to replay the level everytime you died, as one guy said below, checkpoints would be nice.
Overall, great game! And I would hope it would get polished and published into a full on title.
Killer idea and execution. I had a lot of fun and was genuinely challenged. It was a bit clunky but the game balance was perfect and the concept was spot on! I would love to play a more developed version of the game
I understand it comes with the idea, but the movement feels like something I won't be able to get used to
Well, this has to be the most unique take on the theme thus far. Brilliant job!
I thought this was really cool! I remember wondering if anyone would do a first person shooter from a third person perspective, but I thought that it would probably be a pain to play. You proved me wrong though! I think the most important aspect is that you fire the camera out of the gun, so you can always reorient yourself with the camera pointed at your character. The laser pointer was also very nice, and aiming with it felt intuitive and smooth.
I do feel like maybe a checkpoint could have been useful, mainly because starting over and having to break through a bunch of crates every time you died was a bit of a hassle since the gameplay is rather slow and careful. I understand that this probably wasn't a priority though.
I also think it would be interesting if you could fire a camera out backward from your character as well. I know that would sort of change the gameplay a lot, but there were a lot of times where I'd want to see what's in front of me, but I'd have to turn all the way around to fire a camera. This was especially problematic if I was being shot at by someone in front of me that I couldn't see, because then I'd have to choose between blindly firing and hoping I hit them, or turning my back on them to fire a camera. I think that the forward firing camera works really well in the tactical situations where you want to see what's going on up ahead of you, but in the maze area, it was really awkward to either fire a camera and walk to a corner and then fire another camera and get completely turned around, or to walk backward firing cameras, not knowing if there'd be an enemy up ahead that you'd need to turn around and shoot.
I liked that most of the obstacles in the tactical section were destructible crates, because it felt really cool to break a crate that you knew had an enemy behind it. It was also really nice to be able to break everything and not have to do too much maneuvering around things.
Anyway, I thought that this was an incredibly innovative approach to this challenge, with a lot of really nice game design choices, and it was a lot of fun to play!
Keep up the good work!
Well, you made it. The world finally has a 2nd person shooter. It's an interesting concept you have executed very well.
I think this is the kind of core game mechanic that is instantly understandable but could take entire game to master. And this could easily scale into an entire game; getting more complex as the player slowly gets used to reorienting themselves every couple seconds. Players eventually taking the hindrance of having to move the camera into an advantage to see enemies behind cover, on roofs, and in neighboring rooms.
That end level maze was completely ridiculous. I was about to start drawing it out on paper before I lucked into finding the end.
I defiantly think you could take the SuperHot route and turn this idea into a full game. Best of luck whatever you decide to do!