Ouch, some of those deaths looked like wall punchers. I wanted to add a difficulty select that would make enemy reactions slower and get rid of their armor, but I prioritized prettying up the level. They do have some recoil imparted when you hit them but they recover just as fast as your recoil recovery so it’s really only the SMG and maybe the shotgun that can take full advantage.
It is intended that enemies win fair fights. They’re bigger and better protected than you and you need to use stealth to fight dirty. I wanted to add an armor item which would have helped survivability but didn’t have time. If you walk with Alt you stop making footsteps entirely and if you can get behind an enemy (even an alert one) you can do an instant silent takedown with the use key.
I think even with time I probably wouldn’t have explained all of that in the game as this isn’t the main project, but I might put in a tips screen or something if I come back to tinker with it.
I would suggest to exagerate a bit with the effects
The particles are based on the projectiles based damage and if I switch it to final modified damage instead that ought to do this without any special handling. I think I’ll do that.
at the moment the map is too monochromatic
I had such grand plans to fill it with flashing ads and storefronts but I just didn’t have enough time. As I’ve said elsewhere, this game is a diversionary side project to test out systems I hadn’t tried before and the main game will have a color palette more like the first map. In the second I was intentionally evoking the UI’s color scheme.
Overall my impression is good, I had fun but I rage quitted cause the demo was quite hard
You were incredibly close at the end! The last shrine was in the big room with the shotgun, just that you’d entered it from the bottom instead of the top.