This might be good one day, but as of now, combat is frustrating and the level design is ... not good.
You know level design is bad, when you find a key to a door before you come across the locked door.
You know, your level design is good, when the players believe that they they're free to go wherever they want, while you're still guiding them using visual cues and psychology. A good level designer can make predictions about how much ammunition the player might have at any certain point and can give them some more - if they need it. This is important to avoid player frustration. There are other aspects to level design, of course, but I focus on ammunition here, because, as a player, you don't want to run out of ammo, when the game has bad CQC mechanics (and no knife). And you especially don't want to run out of ammunition right before being given a quest to kill something.
RE gave you the option to run away from normal enemies and avoid them, most of the time, exactly because ammunition was limited. Then, they made sure you had some for the unavoidable boss battles. But I don't remember them outright forcing you to kill normal enemies.
I know this game is in its early stages and I admit, I ignored the adult part of the game. But if you're ambitious enough to try to parody a series like RE, you're basically forcing me to focus on the gameplay and make (maybe unfair) comparisons.
You know level design is bad, when you find a key to a door before you come across the locked door.
You know, your level design is good, when the players believe that they they're free to go wherever they want, while you're still guiding them using visual cues and psychology. A good level designer can make predictions about how much ammunition the player might have at any certain point and can give them some more - if they need it. This is important to avoid player frustration. There are other aspects to level design, of course, but I focus on ammunition here, because, as a player, you don't want to run out of ammo, when the game has bad CQC mechanics (and no knife). And you especially don't want to run out of ammunition right before being given a quest to kill something.
RE gave you the option to run away from normal enemies and avoid them, most of the time, exactly because ammunition was limited. Then, they made sure you had some for the unavoidable boss battles. But I don't remember them outright forcing you to kill normal enemies.
I know this game is in its early stages and I admit, I ignored the adult part of the game. But if you're ambitious enough to try to parody a series like RE, you're basically forcing me to focus on the gameplay and make (maybe unfair) comparisons.