Ok, I know it will be just a post-release feedback, but I'd like to leave my impressions if it would help in any way.
What I liked:
- The concept - I hate corridors, but I like mazes and this is a good one, enough for me to get lost
- The setting - It's moody and the songtrack is very fitting
- Objetives and progression - starting outside the maze and earning the right to get in was a good idea and gives an inicial sense of progression before you
dive into the maze portion, also having the shield as a prize behind the guards. While inside, searching for the pressure plates gives an extra motivation other
than finding an exit and it was a really nice touch
- Enemy Health - If there's something I hate more that corridors, it's bullet sponge enemies, but here it feels well balanced and even without bots and only wielding an
Enforcer I was able to handle all the enemies without feeling it took longer than it should
What I didn't like:
- Right off the bat, I had to crank brightness up to max because I couldn't see anything but the dim light surrounding the torches. Inside the maze the lighting
worked fine because of the tight walls, but in the outside I think it could use some more. Maybe tiki torches closer to the ground instead of wall torches?
- One thing that kept reoccuring was I'd kite the enemies in the outside, walk back dodging the projectiles while shooting and I'd die close to the respawn with enemies
there ready to take cheap shots at me, sometimes getting a cheap kill. Would be nice having a respawn room with doors just so it doesn't happen, preferably 2
doors just so you don't get cornered there in case there're enemies waiting outiside.
- The maze walls are high and there's no ceiling and sometimes the gasbags will fly high and take cheap shots at you and you won't even see it coming
- The Lesserbrutes outiside are fine, but inside the maze it's too tight to avoid splash damage from their rockets.
- A lot of enemies are placed right next to corners, giving no time to react their inicial attack
- I was stuck just with the enforcer for a long while until I found the minigun. Having another weapon passing the maze's entrance would add some variety and fun to it.
I played with no bots, hardcore, no time limit and 5 lives
Won't be of much help since that's not how it's usually played but anyways:
The outside was fun and felt well balanced. I know I said I don't like corridors, but here the way it plays out felt like a shmup with the projectile shooting enemies.
Since it's not a constant in the map it worked fine and you have enough space to deal with all the enemies.
It would've been nice having better access to the shieldbelt once you earned it and maybe some health at the start, but it's your call on that.
The glowing light around the pressure plate was a good indicator and it was well place to introduce the new objective to the player. It made the maze more
enjoyable rather than just looking for an exit and you get to explore and learn the layout in the proccess instead of just getting stuck in a maze. I just felt
9 was too much, making the gimmick drag more than the necessary. It was clearly designed for coop so it's hard to give a proper feedback on that. I
stopped having 3 more to go, but I'll try and at least get to the boss once. Enemy count seems fine and once you're in the maze it's possible to deal with them one by one, so it's never overwhelming.
The scripting, at least from the player's pov worked fine up to that point, geometry looks solid and environment, apart from the sky, looks good and believable, only odd thing was seeing the pupae stuck in air. I'd like a little more variation in the layout but what's there is good enough to
provide some fun.
I'm not a MH player, but from what I've seen so far I think it will be a solid addition. Good job!