Finished the game, final thoughts It's like getting a sample at the grocery aisle, and slowly realizing this was the best thing you've ever eaten, you just wish you had more, but there is no more. One Wonderful Bite. Somehow with infinite replay value. I. So badly. Want more. I'll be playing other games, growing an urge to play this again. Drop in, play, no bs, just fun. Instant classic. Get it if you ever enjoyed playing against bots. My criticisms have gotten a few additions: I want to choose which enemies spawn and their healthpool. They're too spongey later on with or without armor. If I'm sneak sniping someone from behind, it really shouldn't require more than 3 shots. The best weapon in the game is the AR15 no question. 60 rounds, multiple scope choices, autofire, fast reload, great aim. No notes. The worst being the sniper rifle, which I cannot think of a practical usecase for. It's a fun weapon in theory but doesn't have any practicality over the shotgun, which itself is a downgrade from the AR15. Reloading a bolt action is a fun idea that only goes as far as the ammo amount, which mixed with a generally slow reload, makes the idea of mastery mostly a joke than a legitimate weapon. You'd think the damage would make up for it, but again, the AR15 is just superior, being able to do the same amount of damage in 3 shots with an automatic means it's not worth it. Plus camping is not the safe in this game, it's alot of moving and quick aiming, staying somewhere for a bit. Since the damage doesn't make up for the slow reload/shooting, it means camping further is discouraged through still dealing with bullet sponges, sneak attacks aren't worth it, and you're missing out on loot. The shotgun is the middle child, the one you choose for fun. It can be a sniper or a shotgun. It's not by any means a bad weapon, just not one that's definitely better than the rest as the AR15 is. The slow reload works well but again, due to the fast reload of the AR15, you'll tire and return to form. I wish there were just a few more guns. A submachine, a revolver, hell a crossbow why not. This game is bursting with potential, the seams are just barely holding together what is here. Again. I So Badly Want More. It's 5$. Dude, if you make a sequel, do not hold out, put the extra in and charge more. This is a good concept that just needs additional content and polish. I'd even be fine with some DLC. Initial Thoughts This is exactly what I've been wanting from an SP game, years of playing multiplayer games with bots for the fun of it, show'd how much potential there is in the format when you're no longer tied to the usual meta. The format of MP shooters but in SP. Good concepts, good gameplay, some cool artistry, generally well handled audio design. Covered in a plethora of issues. Dis makes me smile yayayayay I like gun jamming in games. I always have. I got this little gremlin in me that tells me to run into crowds blasting, (in games) and often times it works. Jamming my gun means I can't rely on that. It's basically the only time the gremlin understands tactics are better. I like the sounds enemies make, getting jumpscared in silence by gunfire, movement in the distance, sudden running footsteps from nearby, it's like the backrooms but a shooter, done exactly the way it needs to be to be enjoyable whilst retaining the artistry of such a location. There's no music, just the humming of lights, the weirdly pitched gurgling noises of enemies, gunfire in the distance, sudden footsteps that are way too close and you don't know where or if they spotted you, doors opening, your own footsteps feel like loud, location pinging mistakes. The repeating offices and color of lighting, they absolutely nailed horror shooter where the horror is essentially other "players" that are just like you, in a maze of uncanny valley. Peak work. It's unnerving being in a giant empty multiplayer map, filled with few others scattered and hidden around. Everyone's looking for someone, including you. It's like hide and seek but everyone's seeking. The artistry is great, I like the retro filter, trying to make out things either due to it, or the darkness. The oblong nature of the world, microwave to go in and out, glowing fridge with stuff coming out of it. Collect masks. Lots of questions, lots of immediate accepting. I adore when a game has "gamey" artistry. Bouncing coins ya walk into to pick up, the sound effects coming from them being so rewarding in such a cold unwelcoming environment, finding a glowing fridge in the middle of no where to interact with as a common element, it's great when you can feel the proud and loud "I am what I am and that's why you come" in games. Ya won't be waiting on an introductory cutscene, or have to go through a tutorial area. Drop in, Play. Good ♥♥♥♥♥. Complaints But the visuals rely on dynamic lighting, they do have baked lighting, I think, but it's horrific. From what I can tell this game's performance ain't great and I cannot imagine a reason why. The gameplay doesn't require the visuals, and the visuals don't require the hardware/performance. You get two different games just turning off dynamic lighting, and you're at a disadvantage with it on. That's "meta" though. I'm leaning towards visuals more than advantages here. Until I get one shot from somewhere in front of me, then it feels like I Have to consider how much time I want to spend waiting on microwaves. I wish developers understood arbitrary waiting is painful. I've done some few segments for sponsorblock and seeing the Years of collective time I've saved people on 10-15sec segments is staggering. Maybe it's moreso me, but I don't get why I need to wait 5-10 seconds for the microwave to allow me to play the game and every second I'm growing existential. Escaping makes sense, entering? Why wait? Navigating to the microwave is slow. I do enjoy a diegetic choice area, but I'd also like to just press esc and start new game there instead. My gremlin is on fire running circles waiting to spam the shoot button to make sure I forget I can die. I can only hold him back so long. The camera is attached to the player's head, whilst their body is behind them. This means you're moving the body, with the camera "following". Turns are wider, imagine a clock, the center doesn't turn as wide as the end of the hands. I actually like this camera work in games, but it's not done often for a reason. HOLE didn't do anything to avoid those pitfalls. When you walk into walls or doors, your head will clip through them. Aiming feels a bit weird, and leaning is mostly there for aesthetic. I dunno the solution to this other than move the camera to the body and hide the head like most games. However, I don't want a compromise to the intentional artistry for that- but that intention only goes as far as my face and arms clipping through cabinets. A compromise not on the player's end is vital here for overall quality. da end yipee All that said, I got this for like, 5$ I think? One of those situations where I'd prefer doubling the dev time for double-triple the price. It's got A Lot going on & going for it with many compromises between. I adore the content we have, just want it more polished. I'd be cool with a sequel refining what's here, genuinely this is a good purchase. It's just got some hard bumps and dents in it's marble, still rolls, someone'll find a way to trickshot using them and that'll be their hyperfixation, but the smoothness isn't quite there for me. Still, it's a good, worthy marble.
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