Unknown Squid
Aurani's Wife
- Joined
- Nov 10, 2008
- Messages
- 3,256
- Reputation score
- 314
Re: Anthophobia
I just tried out the game for a second look since the first time it showed up on ULMF in the unofficial thread. Huge improvement! : )
First time round I was loving the theme, but it just wasn't all there yet. Missing details and rough bits. Frustratingly lethal falling rocks and such. But from this second bash at the demo, I'm really feeling it this time. Lots of polish and sensible rebalances since, and overall, good design. The game has a great atmosphere, and a really nice immersive survival feeling to the gameplay also. I quite like little elements such as sometimes being able to choose between trying to carefully work your way through and clear an area, vs simply breaking past enemies and making a desperate run for it when things go sour.
I also very much like the way how the Stamina and clothing system helps to make the gameplay less overly fixated on a simple HP bar like so many others. That you can easily melee down lone or staggered zombies with no issue or real danger, but can very quickly become helplessly overwhelmed against a mob, really works well and in a natural feeling way. I've actually imagined and suggested a system like this as something that would improve other games in the past.
Also kudos on the animation staging I've seen so far. Resist, Insertion, Sex, and Finish, all accounted for. It's one of the things that Parasite in City was sorely missing for example, where once grabbed the majority of the animations started already inserted and pumping from the start. Those first two stages are really important in my opinion (unless the monster is or does something a bit more special).
Thumbs up.
I just tried out the game for a second look since the first time it showed up on ULMF in the unofficial thread. Huge improvement! : )
First time round I was loving the theme, but it just wasn't all there yet. Missing details and rough bits. Frustratingly lethal falling rocks and such. But from this second bash at the demo, I'm really feeling it this time. Lots of polish and sensible rebalances since, and overall, good design. The game has a great atmosphere, and a really nice immersive survival feeling to the gameplay also. I quite like little elements such as sometimes being able to choose between trying to carefully work your way through and clear an area, vs simply breaking past enemies and making a desperate run for it when things go sour.
I also very much like the way how the Stamina and clothing system helps to make the gameplay less overly fixated on a simple HP bar like so many others. That you can easily melee down lone or staggered zombies with no issue or real danger, but can very quickly become helplessly overwhelmed against a mob, really works well and in a natural feeling way. I've actually imagined and suggested a system like this as something that would improve other games in the past.
Also kudos on the animation staging I've seen so far. Resist, Insertion, Sex, and Finish, all accounted for. It's one of the things that Parasite in City was sorely missing for example, where once grabbed the majority of the animations started already inserted and pumping from the start. Those first two stages are really important in my opinion (unless the monster is or does something a bit more special).
Thumbs up.