Hey. Played through the demo to the completion so I could give you some feedback.
First off, I’d like to start off with the visuals. In short, they’re lovely. Fantastic art-deco style on the UI, without detracting from its functionality. Excellent models and texturing. Solid animations and lighting. The protagonist’s face is, uh, a little ugly but I suppose it has its charm as well. The sound design is perfectly fine as well – the only complaint I had is the excessive echo in the sewers.
I’ve had no performance issues, but I *have* just upgraded my rig. I understand this is an unoptimized build and performance isn’t what you’re focusing on right now, but why not tell you anyway, eh? I didn’t run into any major bugs, either, other than the game refusing the save more than once. (Unless you die, then it allows you to make another save.)
Now, unfortunately, I have to get to the part where I am unhappy about things. Let’s start off with an easy one: Alt, the hotspot highlight key. The issue with it is that making it work in a small circle around the hero defeats the purpose of the key. You have to run up to everything in the room anyway. From there, you might as well just mouse over shit. I’ve used it throughout the demo and it didn’t help me in a single instance, since I had to rub up close to every object to get it to work anyway and by that time I’d have already moused over them.
Second, and this is a biggie, the Ruglish. Я сам русский, но решил написать этот отчет на английском, чтоб было наглядно видно, имеет ли смысл слушать мои претензии по поводу перевода. There are no basic errors in grammar and sentence construction, thank Cthulhu, but everything has obviously been written/translated by someone for whom English is oh so very not the native language. The English idioms are botched and the Russian ones are translated word-for-word even though they don’t work when translated, the word choices are ever so slightly wrong – the whole thing is just *off*. I was impressed with the opening monologue not because of its contents, but because the actor actually managed to read it out loud. The barks in particular are bizarre. “This is some task,” when clicking on a ladder? “This demands some thinking,” when opening random containers? “Shit I’m not sure I can cope,” when talking to someone? Wrong, wrong, wrong.
If you take just one piece of feedback to heart, make it this one – you guys need to hire a professional games writer who is a native Anglophone to cooperate with you on the script, or you’re in trouble.
Speaking of the script. I realize this is pre-alpha with a single linear mission and it’s a little unfair to infer the quality of the final product from the example quest, but, uh, I sincerely hope what’s already in the demo is not the final quality of writing you’re aiming for. I’m sorry, but you need to do much better. Like I already said, you need someone who’s both a native speaker and a professional writer.
Anyway. Let’s move on the game systems. Again, it’s hard to judge a game in such an early state. Still, I feel there are few remarks I can make based on what’s already there.
Most of all, I wish to focus my ire on the fatigue system. Why does this exist? Let’s recap. Right now, fatigue is the mana pool for your single, tedious melee attack which slowly diminishes with each blow providing no interesting choices beyond you probably dying if it runs out. It also diminishes whenever you run… giving you a degenerative choice between either traversing the long-ass sewers at a decent pace and inviting death because you won’t be able to hit anything when you finally run into something or, as I finally had to, ignoring the run button and slowly, slowly crawling to conserve fatigue. Who thought this was a good idea? What game have you seen this in? You could entirely remove fatigue and just let the player run as much as he wants and attack as much as he wants until someone’s HP runs out and there would be absolutely nothing missing from the game.
The combat is hardly better. I know, pre-alpha, not everything is in, but right now it’s a tedious RNG roulette where you spam a single attack. The firearm aiming I have no strong opinions about, but I’m not sure how that will work with multiple party members.
Health regen is bullshit as it is as well. In games, you generally either don’t give the player regen, but give him a spell/crafting ability to replenish it on his own terms, or quickly regen it to max after the combat is finished. Your approach is the worst of both worlds. I literally had to go make myself some tea while my character was standing there slowly gaining his health back. This is terrible.
The character system I have little feedback on, since we weren’t really given a chance to interact with it. Still, from what I’ve seen from the skill trees, I hope you make them more interesting. Skill trees are for interesting modifiers on the basic ability, like “you can aim while running” and “you can now backstab with an axe” not +damage and +crit shit – that’s already covered with the basic numeric skill stat.
I imagine there was something I could do in the demo with mechanic crafting and lockpicking, but since you didn’t bother to mention how they worked in your tutorial and I couldn’t figure out how they worked on my own (I barely figured out shooting on my second run through), I have no feedback on them.
A few other minor details:
“Drop out” when right-clicking items. Heh.
Consumables have fluff info, but no actual explanations what they do in mechanical terms.
Having the turrets just randomly fuck you up without any warning is a bit cheap.
Now, I hope you realize that if this post seems somewhat negative it’s because I really hope this game succeeds and I’ve put in some effort into providing you with as much reasonable feedback as I could think of. Good luck.