Ed Oscuro wrote:Having only enemies with hitscan weapons sucks, and so does only having a railgun (the name was misleading too; it didn't heal me).
It does heal, but gives only 1 HP per hitting a target. I know this is bullshit, but at least the feature works at all. Will be increased to 5 HP.
Ed Oscuro wrote: The player's railgun "jams" every now and then, I discovered.
Yeah, I've been playing around too much with the firing rate, and something got screwed up...
Ed Oscuro wrote:Freezing the player in place for chats did not seem to work well. In some cases (i.e. during the "press w to move forward" chat) I was under attack, and that would've caused me no end of grief.
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Not a terrible premise, but more story ought to be folded into the game world and less of it thrown at you, especially while forcing the game to a halt. Maybe text consoles (like Marathon) or voice clips (many other games) would do it. Speaking of which, I read very quickly but the tiny text combined with a fast speed made me miss a few words here and there.
That's actually a pretty good idea, to make the Marathon'ish terminals. Marathon 2 happens to be my most favorite videogame ever, and that would be an awesome tribute! The voice clips will also be present, they're just not recorded yet.
Ed Oscuro wrote:Maps are a bit on the confusing side, and there aren't really clues to the multi-colored button puzzle (that I saw, anyway).
There is a hint, but I think I've made it too over-subtle to notice. Judging from your reply, I have. Will be fixed.
Ed Oscuro wrote: Asking the player to do any kind of platforming with the wonky movement is a bit much too.
Actually, this section does not require actual platforming, as it can be just ran through. Anyway, I admit that this is a pretty dumb part, so I'll just scrap it.
Ed Oscuro wrote: There were many areas that looked like the player should be able to walk in, but was blocked. I think more 45 and 90 degree angles would be fine.
Yeah, that's because of overblown player radius. Will be redone.
Ed Oscuro wrote:Possibly the biggest problem I saw was that the huge player sprite blocked the crosshair when firing.
Yeah, after so much thinking I can agree that the current perspective is crappy, so that will be the first thing to redo. I've attempted to emulate the Resident Evil: Dead Aim gameplay instead, and it works just awesome (you walk in 3rd person, but can't shoot; you shoot in 1st person, but can't walk).
Ed Oscuro wrote:And during the final cutscene, the player's sprite was only a small portion of the screen - it didn't scale like I think was intended.
Must be the resolution issue. That cutscene will be redone from scratch.
Ed Oscuro wrote:It's not fun right now, in short.
Will be addressed ASAP.

Thanks for legit criticism, man!

In an alternate universal, Soldier Blade II has already been crafted by Hudson Soft and Compile with proper tate this time around (c) PC Engine Fan X!
Sega tried and failed. Nintendo didn't even try. (c) Specineff