Oh yeah. I noticed! Maybe that's why people don't give much feedback. But I'm aware, I've been reading all of his comments before I even got the game. Maybe switch to date release format instead of numbers? idk... The thing is, this really reminds me of Resident, there's no denying it. You shoot enemies, and if you fail, they grab you. It just doesn't have the puzzles and the destination yet. And speaking of which, maybe I'll play Resident again... lolHoly wall of text Batman.
Anyway first of, that is what you call feedback kids, take notes, its hard to find it in this forum.
Now then, you are comparing this game to Resident Evil, a action horror game series made for the casual gamer who needs some kind of stimulation/ task every few meters to feel entertained (which is not bad, might i add) while getting told what to do and where to go.
That is not what Delta Zone is right now and i dont think it will go into that direction, maybe a little but you will most certainly not have big handcrafted levels just for a certain, very scripted, enemy to jump you a few times so you can push some buttons.
Delta Zone is inspired by games like Escape from Tarkov, a very Realistic first person Loot shooter. And just like Tarkov, the current build of Delta has just one goal for you: "Get that Loot (and dont die, but meh details)!" with you having to make 100% of the choices on how to do it and no handholding.
Now a lot of you feedback is still good, with some nice Ideas that might already been in the works, like more stuff to loot, or already are in the game in one way or another, for example if you get shot by a enemy, it will lower you max Stamina, reducing the time you can hold the gun steady, and destroy your clothes, making you a easier target for tentacles.
But, like i always say in this Thread, we should not forget that this game is very, very far from being completed. This is NOT Version 0.7 with 1.0 being the finished game! It is just Release number 07, showing the changes made to the game in the last few months. Every thing we see right now might not even end up in the finished product and it will still take a lot of time till we get to play the finished game.
Im sure that Devolution will take some notes/ inspiration from your feedback, you but a lot of thought into it after all.
I mentioned fewer NPCs meant only for a specific purpose... Did you know that in Devil May Cry, despite having 20 enemies on screen that could instantly kill you with just one hit each, they do nothing more than just watch you? Yes, only a few are allowed to attack at a time. If you dash jump close to them, they will move away from you, but when playing, no one does that, so it goes unnoticed. This is done to improve immersion and give the player a sense of superiority. Either way, if you have the support, time, money and you are willing, you could improve player interactions in all sorts of things to make it more enjoyable and pleasurable to play. It all depends on what feelings you want to make the player feel when playing your game.
And giving feedback on my own feedback. I've read in other threads that people don't like QTE mid-act, but before and after it's fine. So, it could be that the enemy could interrupt, do a QTE to avoid getting bad status like spanks or aphrodisiacs then you just watch the result. One day, I played a game where the enemy wouldn't let the player go, he would edge and tease until the player begged to be let go. There could be a QTE and if the player succeeds, the player would kill the enemy with a rock out of nowhere or a knife from the enemy's belt. But yeah... It's not a bad game and it's just in the beginning with a lot of potential, I get it.