Camera going down and then back up during the title is distracting (not good camera work). I wonder if the camera flow may be made a bit more consistent? Also for me the camera movement is jumpy (most likely FPS unstable for some reason).
New Game -> New Game -> (select save slot) -> "New Game" again seems kinda redundant
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I guess mentioning arrow keys for movement in README would also be nice, it's much more convenient than WASD+ZXC
The fact that blast doors close only after Amber walks into the camera booth isn't really logical (she could have left easily or maybe at least tell that she isn't going into those pink vapors)
Yeah, writing about double jump would be welcome. Also look up-down to see if there is anything there to jump for or to see where to land (e.g. in those contaminated areas).
The last time I've played (previous version) I've missed the injection gun and had zero idea why "H" key didn't work. I guess highlighting interactive objects (like doors) somehow would be welcome.
It's pretty funny as the heroine plays exhausted animation mid-air if jump drains remaining endurance.
Found the secret animation... hmmm... I was ready to write a line about a bug, and was thinking how do I formulate it properly.
Some areas contain enemies but nothing of value... I wonder if it's a good gamedesign solution unless some experience system is planned? Same about other hard-to-get but still empty areas.
Sometimes when dashing or being knocked down the character teleports to the other side of the opponent, among other things allowing to bypass them and avoid the fight (especially that lizard girl).
Even if Amber already has a keycard the dialog tells "I'll go there and get it". Ugh... it appeared that I also had to flip the switch which didn't have Press E hint and looked exactly like all others non-interactive switches.
At "I've got a better idea my friend" Amber's portrait shrinks, also maybe in a few other situations, including the pre-boss fight.
If knock out an enemy and exit the room while their corpse is still visible they'll respawn in constant loop animation and will be invincible (reproduced on lizard girl). Loading the game doesn't help.
And yeah, the crash after beating the boss. I wonder why there is no save point before the boss battle? Player needs to remember to leave the lizard and go back to save before jumping down.
Apart from that: combat experience is not satisfying. It's more like random (either you evade in time or not), and adding tightly limited amount of healing items it only adds frustration (save/load multiple times until you get as little damage as possible). Also the animations don't make (much) sense as during normal fight the player wouldn't normally wait all that long for the final part and would struggle out much faster to avoid infection. I'm not sure how to "mend" that. As a dev myself I know that saying something generic "more skill based" doesn't mean a thing
The only "temporary" (it's a bad solution) workaround I see is to heal the player up at save points so that accidentally taking damage won't be able to break the game from going on and won't force the player to use stimpacks which are supposed to be used during the boss fight or at other critical situations. A bit more risky gamedesign-wise solution may be recharging the stimpacks (in this case it would rather be just one, maybe add a bonus charge for the boss fight) when reaching a savepoint or killing enemies (or in combination with the next one). Maybe another (bad) solution is to "reward" the player with healing for watching animations to the end (again, without creating persistent/permanent consequences as infection or have them reduce slowly). Unless this game is intended to be a roguelike-like
, but then procedural generation of the environment is essential to provide for replayability (if the run was screwed up because Player failed health or infection curve, reasonable solution is to restart).
Overall it's quite fun, looking forward to what it'll turn up to be