Alive for another 10 seconds by Cammymoop
Get to the end of the level with the highest possible score. That's the easy goal of this first person runner. A fully cycle takes 10 seconds. Every cycle consists of 2 phases. A red phase and a blue phase. Many game elements are only usable in one phase. Targets in the game give you some points for your score. If you do not increase your score over the time of a full cycle you will start to lose health. Run and warp your way through 5 - or maybe 6 - levels.
Controls:
- WASD for movement
- Mouse to look around
- Left Click to shoot
- R to reset to the last checkpoint
- ESC to take a well deserved break
Ratings
| Given | 17🗳️ | 9🗨️ |
Another issue I had is that there's no indication on what you should do, a tutorial would've been very good to have.
The movement seemed a bit to slippery, and I found that there's no incentive to gather points in the first level because you can immediately beat it.
I do think the game has the potential to be a good FPS if you keep at it though! -Peter
The mechanic is interesting though specially in the way that it's a trade off for time vs points. Though I mostly prioritized points. Who nerds time if you just go as fast as you can while getting points. Although uh, that's not the best strategy especially when you keep failing jumps.
Anyway though gameplay wise i will say the levels definitely varied in their intricacy and how clear their layout was. Some of them were relatively vague others were super straightforward etc. but that's about how ti goes with multiple people on levels and the time frame. They're definitely interesting levels for sure though. Some nice tricks some mean tricks and some interesting challenges throughout.
Mechanics wise as I said the player is a little bit floaty and seems to, I think have a bit of a sliding thing, probably to do with deaccel, but as I said I'm also picky so that may just be me being overly picky and that may be the intention.
Also I will say the reload mechanic is a little weird, mainly in the fact that it locks you out of reloading until the next loop, which means if you missed for some reason while frantically trying to hit enough that you will essentially eb stuck for a few seconds just waiting for your death. Or. Ya know just restarting. I feel like at least having it reload on a timer would make it so that's the possibility of survival. Eve if it's not very likely at all. IT would give you something rather than just waiting for it.
That and some sort of counter throughout the level for the full score,. whether that would be when the score labels pop up when you destroy something or whether that would be in like the top left or top right. Could be interesting. That way you have a clear piece of info plan around whether or not you should keep going for points or whether you should focus on the exit. To be fair points seem, relatively secondary but they are there and it could be useful.
One nice QOL change could be to add a zoom when firing, and possibly add some sort of time slow while in it; Though I also tend to play games that have that so maybe I'm just overly used to it. But it could help for those difficulty around the corner shots when you're trying to get through without having to waste a loop.
That as well as possibly adding a bit of, I guess coyote time maybe to when the platforms get disabled. Cause currently they get disabled essentially immediately, which gives you very little time to try and react or to land and a jump off again. Which unfortunately least for me led to a decent amount of waiting for the platform to almost switch before doing anything.
Overall though a very interesting and pretty polished 3D puzzle platformer with a nice setup and some interesting puzzle designs throughout.