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Thanks for sharing the RD2022 demo! Really love what you are doing, love the atmosphere, the story, the progress you've made from the first demo and also that you're so responsive to people.

Best of luck, this game + Incision + Cultic are the next big three retros to look forward to with Wrath, Dread Templar, Graven and HROT soon coming out of EA! Please keep it up!

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xD

Thank you :) glad you enjoyed the demo. To be put alongside Cultic + Incision is amazing, they both look fantastic. 

Hello!

I've seen many lets plays and want to experience this for myself, but I have a bug - after the intro when I wake up in a cave - the screen sides blink in and out of view changing the aspect ratio and FOV. I've tried launching in different resolutions, FOV, PSX mode, different monitor and changing nvidia panel not to scale anything etc. Nothing helps.

Otherwise the game is already on a wishlist on Steam!

Regards,

P

Hmmm, sounds like PSX mode is being set over and over. Is there an issue with the P key on your keyboard?

No issues, perhaps some other input device? 

I didn't know about P shortcut. 

I will disconnect everything and try again! Thank you! 

Yeah maybe a controller or joystick, left d-pad on the controller sets PSX mode also, could be another device using this axis. 

Did you manage to get this working?

It seems to have gone away on its own without me changing much. Not sure what it could have been but yes, it felt like it was switching PSX mode constantly. 

Pretty strange, I've added it to the buglist and will keep an eye out if anyone else experiences it. 

probé la primera demo y simplemente me ha encantado la ambientación, sin duda alguna a los amantes de los shooters clásicos nos va a atraer mucho este juego. quizás me perdí un poco en algún momento pero por que ignoraba que se podían abrir las puertas. tocará probar la demo de halloween.

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So after playing both the origonal demo, and now the Halloween demo about a hundred times. I would have to say this is the greatest retro shooter I have ever played. It feels like the perfect homage to Blood and Hexen. The concept alone using the Salem Witch Trials as a place for this shooter is just perfect. Most replica shooters still feel modern in some ways that can sometimes either hinder the experience or make it more akin to modern shooters. This feels fluid and congruent with every old school shooter with its own modernizations. 

I think my only comments would be that I kinda miss the vomit I am not gonna lie, but I kinda feel like stylistically its better without it, the green bile on the floor did tend to be distracting when you were trying to just look at the mess you made of five or so villagers.  But it was an incredibly fun and inventive attack from the origional demo. If there were like cannibal runs or no eating runs or even a morality system of sorts it would have been cool to see how the health benefit and vomit attack played into that mentality. But I dont know if that would overcomplicate the very streamlined experience as it is. 

I like all the weapon models a lot, but I feel like the look of the standard shotgun just feels slightly out of place I am not sure why. But I still love it nonethless. Also I have not found every secret in this new demo yet I am still struggling with a few, so I assume the sword is tied to one of them and I just have to get there. But the only other melee weapon I have not seen yet is the pitchfork. Again that could be tied to a secret and I just need to find it, but I just wanted to say it was nice seeing multiple options in the origional demo.

I also wanted to say I love all the new little details added to this demo, (the blood dripping off the axe in the origional is probally one of the greatest details I have seen in a game in years) opening chests with the axe or a gun, shooting off the knights armor, beheading enemies, or taking out their legs and watching them crawl away from the fight. All of those are absolutley amazing it feels just like in the origional Duke Nukem when you would find those details like being able to flush the toilet. Just another litle thing to make the game feel immersive. Even being able to change your hud and gun postion is huge to me, more games need that kind of choice and its kinda skipped out on. 

But the new enemies alone are amazing, I love the knights they are so great. But I kinda also miss the zombies, but again that whole green vs red splatter effect thing kinda made sense style wise. But they really reminded me of Thief where you could find the zombies in the mines it was a cool little touch. I tried getting the zombies to attack the villagers and even though it did not work it was nice being able to try and think creativley in a game and not feel like you would get punished for it. 

All in all I have rambled way to long but if you read this I hope you understand you have made a fantastic game and it has so much potetional and has been so much fun to play. I wasant around for big titles like Doom and Blood so being able to play this was very excting. I cant wait to see more.

(Also if theres any typos I am sorry in advance.)

Hey, thank you so much for the detailed feedback. I'm glad you enjoyed the demo's so much, it really makes all this work feel worth it. 

So I removed the vomit as it wasn't really used by many people who I watched play the original demo. I was in the process of adding a parry when using the shield which would serve the same purpose to stagger enemies but it wasn't done in time to get the demo out for halloween. I'm going to revist the whole vomit mechanic though and see if I can find a good use for it, since it does make eating enemies more worthwhile when above full health. Maybe some kind of one shot big ol' vomit when the gut meter is full, so it's more like a special attack that just melts all enemies.

Yeah the normal shotgun is a bit out there, seems a bit out of place. I was just trying to make something a little different, the revolver shotgun. As it's not really seen much in any game. 

In the latest demo I removed the sword + pitchfork as I made some changes to the way picking up interactables worked, again due to time constraints I didn't add them back in. They will be back though, with their own animations. As previously they used the same animations as the axe. 

I'm glad you enjoyed all the little details. I feel it's what makes a game, I loved all those small details in old games myself so I get a lot of enjoyment out of adding them. There will be plenty more as well as I progress further with the game. So keep an eye out!

The zombies may make a return in the early access version of the game, they just felt a bit out of place in this first level I think. Also yeah, they don't fight with the villager enemies which I felt kinda limited them. It will be something I explore in the coming months to see if I can get infighting working in a fun way. I'm also currently adding a bunch of new villager enemy types. A pikeman who wields a pike + a shield, an axe throwing villager who will circle the player at a certain distance, as well as making armored villagers more like captains, so when they're killed there's a chance some of the weaker enemies may try to flee/hide. Just a bit of variation to make the combat more engaging and varied. Also going to add npc's who aren't violent, so you can choose to kill them or spare them depending who you feel. Maybe some livestock as well, for extra health and to stick it to the villagers who wronged.

Again, thank you so much for the feedback and praise. It really does mean a lot to me. It keeps me going! <3

i love it, cant wait to see the final project

glad you enjoyed it :) 

Loved the demo! Can’t wait for the whole release! It feels weird shooting my shot publicly, but there’s no private messages here, so if you need or want help getting a trailer for your Steam page, I would be honored to be considered. I make trailers for small indie teams for small indie prices. Here’s my website. Shoot me an email if you’re interested, and have a great day!


TheChrisLohrVG.com

Yup, I still love this game. 

I already really liked the area in my first playthrough but after having played this version of the stage, comparatively speaking, this is a more fun design and so much more visually impressive than the last demo. 

I like the new enemy types and landing headshots with the crossbow is my new favorite thing, well, only because the super shotgun runs out of ammo so fast but that's mostly my fault. 

I haven't been keeping up to date with this as much as I'd like to but I hope everything is going well with development and I wish you and Phil the best.

Thanks for making games!

Thanks for playing it dude. Video was a blast to watch. And aye development is going good! Excited to make more levels, enemies and weapons!

It says its an extractable file but its not a zip folder how do i run this?

oh, it's a 7z file, which is a 7zip folder. I'll upload a normal zip instead. Be up in a few minutes.

There you go. I added a normal zip folder. Sorry about that.

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The new demo is challenging but good and the dash came in very useful at the end section

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Glad you enjoyed it :) 

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Great game so far, have been looking forward to this update! Here are a short gameplay vid :) Will make a longer soon.

Sick video! I noticed you had a bit of a bad time with the bunch of enemies after the shack, dashing around more helps. Also the axe does damage to different parts of the enemies, so if you hit them in the head you get a chance of a nice decapitation! Excited to see the new video. 

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Hey Ethan, enjoyed your demo and just wanted to let you know I'd included my thoughts in the attached video if you wanted to check out my feedback (games are marked by chapter if you need to jump to yours)!

This was an awesome game to play! I hope you continue to work on this. also I kept trying to break open those coffins to see if I'll get an Easter egg. I tried hitting every one of them.

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Thank you :) I'm continuing to work on it, I post dev updates on twitter quite often. You could break coffins in an earlier version of the game but it seemed to distract too many people. I may add it again though and make certain ones drop items. 

Nice!

Great game! Atmosphere, movement, moment-to-moment gameplay and overall design are absolutely great. Can't wait to hear more about this project since I want to play more!

Yooo, thanks! Glad you enjoyed it so much <3

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Really awesome little demo! This, Incision and Cultic are the future of the retro FPS genre. Awesome atmosphere, really cryptic, love the fact that you can light lamps to progress, eat corpses for health and puke on enemies. Really novel, evil, ugly, dark and all-round general good stuff! Nice weapons too.

Only criticism: the voice acting. I know it's  question of taste, but the voices of the enemies sound pretty terrible.

Otherwise, good shit! Really looking forward to future releases!

Glad you enjoyed it so much! The enemy voice acting is just placeholder, I recorded them at like 3am pretty quietly just to have something in the game. In the full release they will be much better :)

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Just finished the demo, and I really liked it!! I'm a huge fan of Blood, so seeing this game makes me really excited to follow its development. Hard to explain, but the game just felt really nice and cozy.

What angle do you think you're going to take the game in the future? Maybe go for a really campy vibe, something a little serious, or somewhere in between? I can see mechanics like eating and vomiting getting really fun and sillier as development goes on... vomit based puzzles would be a joy to see lol

Can't wait to see where it goes from here!

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Glad you liked it so much! :D Yeah, Blood has been a big inspiration for sure. Generally the tone will be serious but with the odd bit of humour here and there. If you want to keep up to date on development I post stuff now and again on my twitter

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Cool man! I wish you the best of luck going forward <3 

This as potencial, I like the gore and the time period. I hope that the gun sounds get better in the future because now they sound a bit weak and it would also be cool when I shoot a shotgun shell at point-blank the enemy model gets always bloody (because sometimes they dont get bloody).

Overall I'm looking forward to see this evolve and become a great game!

Things will improve over time for sure. As for the enemy not getting bloody, that's a bug! I'll be fixing it soon :) 

Played the demo and was very impressed! I agree that the torch puzzle (part 2 for me) could be a little more clear but I see it was already addressed. My only other complaint was that the axe felt a bit finnicky with its short range. That really could be me playing poorly and it was helped a lot with the time mechanic so it's not a big issue. I had a blast and I really wanted to keep playing after level 1!

Glad you enjoyed it! The range on the axe is quite far, it helps to block and also circle strafe of back peddle. At least when playing on hard difficulty. 

My god your game is the best indie fps (aside from Dusk) I have ever played. You definitely *spoilers* earned the highest grade possible in my review video. Do you have a patreon or kickstarter because I'd love to donate

Hey :) I'm glad you enjoyed it so much, it means a lot to me. I don't have a patreon or kickstarter unfortunately. It is possible to donate by paying (what you want) for the demo. Don't feel you have to though of course. Going to give your video a watch now :) 

Well done! I enjoyed Coven, there is some stuff I think it's worth mentioning.

First of all, I loved the weapon variety, I think I've discovered all the available weapons for the demo (Axe, fork, dual pistols, shotgun, xbow, grenades). All the weapons were great but I really liked the xbow, specially because of the alt shot. I think you're going to address this later but I feel the grenade is quite cheap in terms of VFX (loved the resting hand pose though).

The visuals were great, I liked that the environment is breakable and that you can pick up some stuff like torches and crates.

At some particular  situations I found myself running around without knowing what to do, specially the torch puzzles parts, maybe you can find a way to highlight the task the player must do.

I liked how you can slow down time (even though I didn't use this too much, I think it will be useful on later stages). Eating stuff is disgusting and I love it.


Overall this is a good demo, I really liked it. Keep it up!

Hey :) thanks for playing the demo. I'm glad you enjoyed it. The feedback is super appreciated, I'm going to fix those things you mentioned. Most specifically the torch puzzle part, it needs to be more clear for sure.

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Very entertainig game.

When I was messing around with sliding, the witch slowed down permanently, even out of crouch (I think because I alt+tabbed?)

Yeah, both alt and x toggle run. I think I'll remove it from alt.

Ok, first of all, I'd like to say that this game is great! So far I haven't come across any issues. The weapons are mostly satisfying, though it's kinda easy to run out of ammo (around the big tree I ran out of shotgun and almost ran out of pistol ammo). The melee weapons feel a bit weak though. Something I'd add is more ambushes, John Romero style, you know - really dicky ones - because on highest difficulty, the game still felt too easy, I only died once and that was because I wasn't paying attention. Otherwise, I really liked the visual storytelling, the notes, the health mechanics, the easter eggs. Keep it up! This game has great potential!

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Hey :) glad you enjoyed it. Yeah I need to tweak the game difficulty. I'm definitely up for adding more ambushes.

Awesome game my friend and my viewers really liked it. The game ran fine for me and I didn't experience any issues/bugs. Yes it was difficult but I did make it through the level :P I think I played an earlier version so things may be different now.  I had some great reaction in this one and I would recommend it to others. I play tons of horror games and this one was another fun one. Hope you enjoy my video :)

Glad you enjoyed it :) Yeah the new update has a couple of difficulty options, one of which is a lot less difficult for people who aren't so accustomed to old school shooting games. Added your video to my watch list so I'll give it a watch later :) thanks for playing

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Tried out the Demo!

Nice one! Thanks for playing :) 

I am SO glad I came back. I downloaded an earlier version and it found it difficult tbh, and couldn't get used to it, the hitboxes etc. This updated version is so much fun. I love the eating of the bodies ahahah! Great job. keep going!! 

Glad you liked the update!

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Hi comrades!  I made a video about this amazing game. If you also liked this game and are looking for content about it. I invite you to rate my video. I'm from Russia so sorry for not perfect English  :D

(づ。◕‿‿◕。)づ
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Hey, thanks for playing the game :) Just wondering where you downloaded it from as you're playing the old version.

From here. But video was shot about 2 weeks before the upload. Therefore, it is possible that updates have already been released, but they are not in the video.

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Nothing to say, you are doing an amazing job for this. Keep developing this game because i love it!

P.S. I finded a secret that might be putted in the game by you, up to the roof of the witch where you find a key there a phrase wich says: "Go Away"

Is that a good sign? lol

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First of all, your game is fuckin awesome. This is the most unique setting I have ever seen in any kind of Videogame. The Gore is.... well its brutal gore. But serously, the goreis awesoem. Its extrem. The weapons are well made and sound awesome. Unfortunately I couldnt check out the double barreled shotgun because I suck at secret hunting and I was to lazy to replay the level :P. The level design is kinda "clunky".  I played a bit DUSK and I can see many simularities between this two. This isn't a bad thing but in DUSK it doesnt matter that the level border is just a wall with trees.jpg smashed on it. This does work in Coven too, but this Gate next two the warehouse just completly destroyed the flow of this wall. In general the gates doesn't really fit into this "Dark Woods somewhere in nowhere" theme. When we are talkin about somewhere in nowhere where nobody does har your scream: Can you implement some stealth mechanics? Like when you are behind a villager you can make a charge attack to smash his entire back to bloody, chunky gore. Or that villagers only attack you when they can see you like irl. The guy in the cabin with the missing crest just turned around and charged at me without even looking at me. And I think this game needs a story. Why the woman was burned, who she was, general lore about the landscape, this stuff. But it's optinal. Its scattered around the level in form of papers, books, maybe even npcs wo you can talk too. During my playthrough I encountered some bug which i list here:

-Camera bugging during start cutscene. The camera moves forward and backwards in insane speed.

-The usual Unity stuff (smashing crates into each other makes them go WEEEEEEEEEEEEE)

-The hitboxes of the limbs doesnt't work correctly. It happens very often that my cursor is on a limb but I can't eat it.

-It also happend multiple times that i couldnt eat a head. Its consumable after you ate the body

-It also happens multiple times that im eating a head and the game says that i just ate a kidney. Maybe these guys just have a wierd anatomy. I dunno


-Crossbow guy played normal death animation (the onewhere he slowly sinks on his knees or smth didnt spend much attention about it) while his legs are already gibbed.

-I dont know if this was intendet but in the secound (or first) room of the dungeon with this torch stuff i ate a zombie corpse.

-When you destroy the cross on the grave the earth pile just disappeares. I list this as a bug but theres probably just no model for it.

I just leave here some suggestions. You can decide if you use them.

-Stealth (deeper explenaition above)

-More destructibile stuff. It doesnt has to burst into custom models, just some wood sparks flying around.

-Pick up the weapons of enemies. Nothing is more frustrating then standing next to a dead enemie who had a gun that did a ton of damage and you can't pick it up

-Make the women sound the same in the cut scene in the game. She sounds like a 4 year old child in the cutscene but like a young woman in the game.

-There should be one part of the game where you are in a huge encounter where you can go nuts with a soundtrack that sounds like a synthesized lawnmoyer

Thats it. Sorry if I made "some" typing mistakes english isn't my native language and I'm tired af. If you need someone to play test the next build, just message me on discord: Starcat#7627. To everyoe else who read this entire wall of text: Check out Hell Hunt (https://t19games.itch.io/hellhunt) and ASKE (https://selewi.itch.io/aske ). Both of this games are great and they deserve more attention. Thats it 10/10. Great Job. Enjoy playin Hunt Showdown

Btw is there goin to be a discord server?

And you can barely hear the music

On the menu?

Ingame

There's no music in game (yet).

Eventually... Maybe. I need to see if I have the time. I'm developing this in my spare time outside of my full time job.

Hey, glad you enjoyed it! There are journals to collect by the way which provide some story. There will be more in the full game along with some more cutscenes, bare in mind this is a super early demo and it's only the first level, more story will be shown to the player as they progress.

Thanks for all the feedback and bug reports, I'll take a look and see what I can fix.

No Problem :)

Keep your work up and it will finish eventually

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I've loved the game, i can easily see it as a top 10 retro FPS. Beautiful environments, awesome weapons. though i think it should be more populated on hard, and hard is realy easy 

Hey, thanks :) glad you enjoyed it. Yeah I'm going to overhaul the enemy placements and difficulty I guess. I had so many people saying it was too hard intitially that I think I maybe over did it by rebalancing it to make it easier. 

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Great play. I loved to explore the map

Game on normal is way too easy, that's fine to discover / debug but I wouldn't keep it like this for the full game.

Not sure if intentional, but during bullet time, the aim sensitivity gets decreased, I didn't really like this

Yeah it's definitely too easy on normal. I think I'm going to rename normal to easy tbh, thats what it was initially. The aim sensitivity getting decreased is just a product of how the sensitivity is set up. I can just up the sensitivity in bullet time mode I guess. Thanks for playing :) and thanks for the feedback!

I played your demo today, it was neat! Controls are very crisp. I managed to find all but one secret. One small issue: The inverted aim option doesn't work.

Hey, thanks for playing it. Glad you enjoyed it. I'll take a look into that, last time I checked it did :( thanks for letting me know!

Inverted y axis did work for me

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Really enjoyed this! Gave me an old school Doom vibe! Love the different weapons and enemies! Was really shocked at how you get health back, but love it! The puzzles were also really fun! Great game overall!

Thank you for playing :) I'll check out the video soon

No problem! Looking forward to more! 

Hello there!

I enjoyed the atmosphere and setting of this game a lot! I do have some feedback for you though ( and I mean all of this with love!):

The slow-mo feels out of place with the pace of the game IMO. It feels like something that was added because you could add it, not because it fills a role in the game. I never used it, and the enemies didn't get to the point where I felt overwhelmed by them enough to activate it.

The player character is very OP. She moves too fast for anything to ever hit her and the eating mechanic provides a consistent amount of health so, even if you were hit, it wouldn't matter much.

 A few things could help remedy this. First: There needs to be some kind of pressure enemy to allow the melee enemies to close the gap, Secondly: I think the eating mechanic should be changed (and if this doesn't fit your vision then absolutely keep doing your thing :)!!!). Instead of the viscera directly healing the player, maybe the guts/ vomit can be used in some sort of currency system where you use it to purchase health kits and ammo. Third: I think the vomit also needs reworked into somewhat of a "BFG" style escape plan or something of that nature. With these changes the vomit has more of a gameplay purpose, and it makes the player choose between having the currency for later or getting out of jail right now. Obviously this could be expanded upon, with the vomit or body parts being used for different spells. which brings me to:

If she is a witch or the like: GIVE HER SOME SPELLS! Replacing the slo-mo would be the best option IMO so that the mana bar still has some use. However, If you wanted to keep it as one of the spells, I would say the amount that slows down should be less (meaning the time is faster than in its current state) I personally believe some kind of blink spell would be more interesting over all! This should be a fairly easy migration behind the scenes if the item system mentioned above is implemented! 

I honestly feel like this game would benefit from the pace being slowed down quite a bit. I could personally see it succeeding more if it had a slighty faster pace than something like Resident Evil 4. The spells and weapons would hit harder, ammo would matter more, and every hit would be agonizing!

Conversely, increasing the pace of everything would fix the slo-mo issue, but would make the puzzles/ platforming feel out of their element. The best advice I can offer about the pace (and this game as a whole): is don't try to be every game you can think of, be YOUR game! :) 

finally a few minor things: I had V-Sync on and the game had some tearing still. The audio levels need adjusted, some times the guns felts too loud, other times too quiet. With the current pace of the game, the things you light with the torches take too long to light.

Again: I am giving you all of this feedback because I really enjoyed the game, I just feel like it is having a minor identity crisis. The guns, art, sounds and atmosphere were great!

I would also love to help develop the game. I don't have any experience in Unity or anything (yet), and I am not good enough in the 3D space (also just yet, I just finished college for it, but don't like 3DS Max so I am switching back to blender) to do any of that, but I would even help test! You can reach me on twitter @BigDoof12

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Hey, glad you enjoyed it and thank you greatly for the feedback! 

The player does move fast for sure, on the hard mode(the original game mode I made) the enemies do hit fast so you have to keep moving. I guess I made the normal mode too easy maybe, since the attacks and enemy projectiles are much slower. I got a lot of feedback from people who were finding the game to be way too hard. Agreed about the eating mechanic always being a fall back, which is intended but as you said it can make it a little easy.

I like the idea of the blood/gut currency but feel it would slow the game down too much. I'm going for a fast paced old school fps and I feel it would break pacing. Definitely agree on the puke being more like a bfg though, it's currently just the first pass on it so it's super rough and is only there in order to stun enemies. Was thinking of it only being able to be used when you get the meter at certain levels, maybe 30, 60 and 100 percent of the gut meter and each does a different and progressively more deadly special bfg like attack. 

Also in regards to the slowmo, yeah it needs a re-work and will be just one of the spells you get as you progress as this is only the first level. I already have a dash/blink like mechanic in the game but it's something you gain in the second level as I didn't want to overburden the player with new mechanics all in the first level. 

Definitely agree the puzzle/platforming parts feel out of place and breaking pace, thinking of removing them mainly and only keeping puzzles as ways to unlock secret areas so they're not necessary for the players general progression through the level. 

I'll take a look into the v-sync thing.. Quite strange :\ and for sure the audio levels need a pass, I'll add that to my to-do list. 

Do you have discord? Might be an easier way to get in contact than twitter. And yeah, use blender. I need to transition to it myself, I'm sick of 3ds Max and the crashes I've been having in it for the last 10 years or so. 

You're very welcome! I actually played through on hard mode when I was writing up all the feedback i gave :). I am glad some of the things I had issues with you have been working on and it sounds like it is all going in the right direction. As I said, its your game, so keep pushing the old school FPS feel! 


My discord is: Bigdoof12#8695

Fun stuff. i like being able to kill and eat my enemies. I couldn't find 1 secret and 1 journal, I'm sure they're in the same place. I spent an hour trying to kill everything, just couldn't find that last bit. I forgot to see if I found everything else.. 

The *SPOILER* puzzle took me a bit to figure out. I somehow got past one of them without "setting it". I thought for sure it'd lead me to that last secret, but it just made it easier to cross a spot I had somehow bypassed (lol). 

When I found that *SPOILER* device did what it did, I really wanted to destroy the whole village with it. Hopefully we can do that in later updates. 

I have always had issues with Unity, for an engine that can look like BUILD, I wonder why its performance is so sluggish. (Nvidia 1070) It started getting choppy towards the end. I can play Doom 2016 with no issue. 

Overall the concept is great, and I look forward to more powers and killing and eating more of these zealots. 

 

Hey! Glad you enjoyed it. But aye the performance needs work, it's down to the amount of blood decals that end up being spawned in. Towards the end it can be quite a lot. I previously had a decal limit. Might add it back in. 

At first glance, I began reliving those old school FPS days and this game followed right on through. The speed of gameplay pulled me right in along with the environment and enemies. The ability to consume their corpses adds a unique flair that makes the game invite more of a challenge which I'm hoping to see further along. Being able to heal nearly constantly fuels the idea that damage can taken in bigger chunks, forcing the player to really think before throwing themselves into the carnage. I ran through the level as I would back in the day and I'm very happy that I did not find all the journals and secrets. Just proves that it will take patience and determination to not only face your adversaries, but to collect all the goodies.

Fantastic Game!!! Can't wait to see it in all its glory!!!

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It's really damn good. The game mechanics and gore system are neat. However, I do believe the voice acting needs more work though. As they don't sound very natural.

Glad you enjoyed it :) And agreed! The voice acting for the enemies was just me recording some lines at like 3am to have something there. So very much placeholder.

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This fuckin RIPS!! Absolutely deadly!! Had a blast playing it 

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⭐️super fun and gory ⭐️

thanks bama!

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Hope you're enjoying Doom: Eternal, had some time so I hope this motivates you a bit. 😊

new update is good and the blocking mechanic works well. the ability to switch difficulty is nice too

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Glad you enjoyed it :) 

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