It definitely exceeded what I expected from a proof of concept. The systems work all well together, and there seems to be some systems in place which don’t have an effect yet. For example, after defeat there’s a symbol and percentage which appears on the HUD that slowly counts down. Not sure what that’ll signify in game.
Character design looks good for both the protagonist and the initial creatures, be interesting to see the other creature designs. In both cases the animation is very fluid and the starting zone has some interactable objects to showcase some of the planned environmental interactivity.
Combat is simple but enjoyable and has some real punchy moments. In melee RMB locks you to the head of a target and lets you keep focused on them. The melee balance feels geared towards 1 on 1 (maybe 2 on 1), and attacks from behind ruin your day. It feels intentional though as ranged combat provides crowd control. A nice touch in the ranged combat is the laser dot changing colour to give you a visual clue of how much ammo you have in the mag.
Currently defeat leads to a scene in a darkened room where you’re surrounded by assailants. To explain the change of scenery, the protagonist gets her head slammed into the ground. It actually made me wince. Persona preference, and idea but I’d like to see an animation where the creature rips the armour off; I don’t know if that’s feasible though. While there’s multiple angles and positions it’s a perfectly functional demo of what’s planned. The perspective camera needs looking at, as they seem to be too low positioned within the body. After defeat you wake up having lost access to your inventory including weapons and armour. To regain it you simply need to reach the spot where you fell.
Due to the plain grey-white test environment the UI feels a little blurry due to its transparency and the plain environment of the demo, I expect that stop once the environment gets some details. It’s perfectly functional otherwise and does what you want it to; letting you manage your inventory and slots.
Both aspects of the game have gone beyond what I expected. It shows a lot of potential but very early days. The combat meshes excellently with the NSFW content and with regular updates over the coming year, it looks as though it’ll evolve into a high-quality game.
Character design looks good for both the protagonist and the initial creatures, be interesting to see the other creature designs. In both cases the animation is very fluid and the starting zone has some interactable objects to showcase some of the planned environmental interactivity.
Combat is simple but enjoyable and has some real punchy moments. In melee RMB locks you to the head of a target and lets you keep focused on them. The melee balance feels geared towards 1 on 1 (maybe 2 on 1), and attacks from behind ruin your day. It feels intentional though as ranged combat provides crowd control. A nice touch in the ranged combat is the laser dot changing colour to give you a visual clue of how much ammo you have in the mag.
Currently defeat leads to a scene in a darkened room where you’re surrounded by assailants. To explain the change of scenery, the protagonist gets her head slammed into the ground. It actually made me wince. Persona preference, and idea but I’d like to see an animation where the creature rips the armour off; I don’t know if that’s feasible though. While there’s multiple angles and positions it’s a perfectly functional demo of what’s planned. The perspective camera needs looking at, as they seem to be too low positioned within the body. After defeat you wake up having lost access to your inventory including weapons and armour. To regain it you simply need to reach the spot where you fell.
Due to the plain grey-white test environment the UI feels a little blurry due to its transparency and the plain environment of the demo, I expect that stop once the environment gets some details. It’s perfectly functional otherwise and does what you want it to; letting you manage your inventory and slots.
Both aspects of the game have gone beyond what I expected. It shows a lot of potential but very early days. The combat meshes excellently with the NSFW content and with regular updates over the coming year, it looks as though it’ll evolve into a high-quality game.