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Works good to play with a light gun. I like the idea of upgrading the gun through choosing diffrent dialogue ( this could also be used for choosing diffrent game paths and endings ). The enemies look bland but i guess they are probably just a placeholder. And big plus for including the "reload" voice line.

Hey thanks for playing! Good to know the dialogue based upgrade caught your interest. If we do further develop this title for sure we'd want to expand to include navigation paths. Same with building out better non-placeholder enemies
Happy you enjoyed the reload line! Our producer's first game VO credit :) 

Interesting game, enjoyed it!

ayyyyyyy thanks for playing! Glad you enjoyed it, thanks so much for making a playthrough video too. Always such a joy to have folks play our stuff 

Enjoyed it!

Hey! Thanks so much for playing, and for sharing the video! 
Amazing to see folks playing our stuff. 

It's always nice to see an on rail shooter. I will say though, the music in the game is a bit on the quiet side. I would up the volume on it. Other then that, it's a decent game.

Here's my channel for other games I have played. https://www.youtube.com/@Levont

Ah this was fantastic to see! Thank you so much for taking the time to play through on your channel! Really appreciate the feedback and we'll take your notes on board. Really pleasing that you enjoyed it overall!

Nice this was freaking amazing game i liked a lot I wish the game was a bit longer, but this was a very good game so far anyway well done and keep it up!

Thanks very much! Delighted you enjoyed it!

The idea of a classic on rails shooter is really neat!, the story concept seems intriguing as well, a bit of refinement on the gameplay side and you could definitely be onto something!

Thanks for playing! Would love to know what pieces of gameplay stood out to you as the "roughest" or needing the most attention 

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I felt, maybe feedback wise there wasn't much? I could just spam shoot without consequence... something like limited ammo could solve this?

 Otherwise some tweaks on enemies & how they react to being shot?

 I overall felt there just would need to have some sort of risk for a larger scale creation. 

Of course btw this is just feedback for your future, and you very well may had thought these things out :D

The other aspects are designed pretty solidly so far though!

I think it just needs a moment to moment loop within each combat encounter, something that compliments "Shoot, kill, reload"


Also was the dark style of the demo gif intended, as when I played it was an unlit grey space?

thanks for the extra detail. I see what you mean - we definitely leaned closer to the old school 'House of the Dead' gunplay, where you basically just shoot & reload as much as you can. There's definitely more we can do in the interplay between things like fire-rate, reload time, ammo count etc. 


As for you second question - the game should look like the gifs! A grey unlit space is definitely *not* the intended experience. Sounds like somethings gone wrong. 
This was just a prototype built by two people in under 3 weeks - so we haven't done a huge volume of testing on a range of machines. 
Any chance you could post a screenshot of what you're seeing and your hardware specs? 

I'm rocking a 7900xt, 7900x ryzen with 32gb ddr6 ram. I booted the game up again and the lighting is working this time, I think it just didn't load in the first time.

Also Im sure you'll find what perfectly fits your vision for interplay, keep it up!

Nice proof of concept - hope you can take it further!

thanks! Fingers crossed....