Hi!
First let me applaud the models. The map itself is clearly a placeholder, but the minions are
smoooooooth. Kudos if you've made those yourself.
(Kinda surprised that the game also ran absolutely smoothly, even though my PC usually cannot take any kind of high quality graphics)
It kinda explains why the game has
600MB (unpacked) even though it's made in Godot (which has 30-70MB). But only kinda - I still suspect that you are exporting more resources than you actually use in the game. I know it's not really a dealbreaker, but if you game keeps growing, you might reach sizes that people will not want to download (as it may take forever).
I like shooters, so overall I had fun. The gameplay definitely needs work though, including the shooting itself.
Notes I've made on the playthrough:
- Switching between animations is pretty hectic. Godot has a super-easy solution for this - set "Animation Blend" on your animation player and all the transitions between animations will become smooth (interpolated). (you can also set custom blends through code)
- Often when something appears for the first time, the game staggers as it loads. This might be a fault of the current version of Godot (shader issue), however it may be because of how you handle the resources: Always be sure to use "preload" instead of "load" in Godot.
- The particles are not "running" unless I am watching them. (Shooting and turning around "pauses" them, they proceed only when I look at em again) This
might be connected to how the particle visibility AABB is setup. Whatever the issue behind it, I'm certain that this is solvable with how the particles are set up in Godot.
- When shooting, the aim goes up, as expected because of the recoil. However, in all shooters, when you stop shooting, the "recoil effect" resets and the aim goes down. (Without it, the player is forced to constantly move his mouse down, which is annoying very quickly)
- It seems the weapons shoot below the crosshair (not talking about fall-off, but where the shots actually spawn).
As for any special mechanics - I did not notice any. I know there was a "chain" written and there was a timer-bar in middle of the screen, but I did not notice any changes to my weapons. As far as I was aware, there were
no special mechanics nor pickups (not counting simple medpacks and ammo) except that the game applauded my chain-kills. I also did not figure out if it's possible to spend the cash that I'm getting.
I've also filled in the Google form, which made me admit that I did not actually finish the game. After clearing the room where you encounter green lizards for the first time (after the turret boss - whose remnants looked absolutely excellent again, professional models to my eye, seriously), the door, unfortunately, did not open (happened twice):
Good job overall, I think it's a nice base for a shooter, it just needs some polish... and obviously more content (like the level visuals). Shame I did not find out what the special mechanics are.
Good luck with it!