Unity Condemned [D0.2] [Dos Arracachas]

4.10 star(s) 15 Votes

crash.7ds

Active Member
Nov 18, 2018
951
824
290
Pathfinding for the monsters seems kind of wacked as they often get stuck in place or loose track of where to go to reach the MC. That and clothing doesn't seem to ever get striped off of the MC so you have to start without the clothing. Only bugs I've seen so far.

As for suggested tweaks, ammo drops could use some tinkering since they seem to happen pretty rarely and they is no other way to restock. Shotgun is so far very underwhelming, even the pistol fairs better overall despite being outmatched in damage per round. It being a breach loader and having a painfully slow reload animation just kills its usefulness. AK seems fine as is.
 

Alsehr

New Member
Jun 12, 2020
2
23
117
Hey, great so far. You can climb out of the map at the top right cliff though. But the strobilimorph (?) animations are great, and original. Thank you to the fucking stars for not just doing goblins. I'll watch this one, for sure.
 

Limbix

Newbie
Jul 25, 2021
81
78
116
Is there no animation that involves the Strobilomorph futa? I've managed to get them hit by the "mist" from the female enemy (inside it both after it's started running and in range when it gets started) but they just do normal attacks.
Nevermind I found it. You gotta get hit by their attack where they "scoop" towards the ground with both hands
edit: I cannot spell "Strobilomorph" to save my life
 
Last edited:
  • Like
Reactions: berserkfenix

M#Cntz

Newbie
Sep 7, 2024
88
115
86
The main mechanic that this game is missing is proper recoil. And right after that, the "float" mechanic when you run off a ledge. (Most games that feature any sort of jumping or platforms, have a built-in "float" mechanic for jumping, where even if you are 1/4 of a second off a ledge, you can still jump. However in this game it feels like you can't jump even when you are still on the platform, just on the ledge.)

Then there's the missing headshot/critical hit detection. For humanoids, obviously the head would be the prime target, however for the things crawling on the ground, specific parts could be hit for extra damage, instead of aim not mattering at all. Then there's also the fact that Captivity had a specific mechanic for dealing with enemies that are often hidden behind corpses, or generally hard to hit on the ground - You should be able to just walk over the mini-worms to kill them instantly, instead of having to shoot each one.

There's no roll either, despite Captivity's gameplay heavily relying on it. Ammo refills are also not really a thing in this (even something as simple as being able to rebuy the same gun from the wall should be an option).
 
Last edited:
  • Like
Reactions: GreenPotato

Astrolucidity

Newbie
Jan 10, 2019
88
107
72
[...] Ammo refills are also not really a thing in this (even something as simple as being able to rebuy the same gun from the wall should be an option).
To be fair, ammo DOES drop from fallen enemies and it resupplies your currently equipped weapon. But yeah, otherwise your points I can agree with.
Although it should be said that this is a pretty early demo, so things are subject to be added in (so I assume recoil / critical hits and special mechanics will be part of this in the future.)

Here's hoping the Captivity Curse doesn't kill this project too.
 
4.10 star(s) 15 Votes