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anonplaysshatwads

Feedback for Judge Doom

Jul 5th, 2021
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  1. >You're using a lot of hitscanners, but also giving the players extremely limited resources to work with
  2. >I know it's deliberate, but this results in a slow, plodding pace
  3. >Approaching shotgun enemies with some janky handcuffs that don't work half the time isn't very fun
  4. >I also have no way of knowing which enemies will freeze if I shout at them
  5. >Having limited resources also isn't fun when an enemy can destroy my entire health bar in two seconds
  6. >Maybe it would be better to make it so enemies slowly chip at your health in tiny amounts, so you get an increasing sense of vulnerability
  7. >Your enemies have a tiny windup before they open fire and leave their missile state way too fast, so you can easily eat two shotgun blasts in the time you spend yelling at a perp to freeze
  8. >Rather than designing rooms according to a realistic layout, you should consider how you would design an encounter in that room instead
  9. >For example, pic related has accurate hitscanners in a wide open area, I don't even know where I'm getting shot from
  10. >The broken glass on the UI should fade over time, it's a pain in the ass not being able to see
  11. >I'd appreciate it if you used some geometry or lighting to make switches and interactable objects pop out a bit more, rather than making them flat against walls
  12. >At any given point in your rooms, the player should have somewhere they can hide from a hitscan enemy
  13. >The train carriages in particular leave the player completely exposed
  14.  
  15. The problem with having nothing but hitscanners in your wad means the encounters all play out the same. I've said it before, but the objectively correct way to deal with hitscan enemies is to bait them into chokepoints where I don't get my bunghole prolapsed instantly. They have a particular design niche they fill, in that they punish players for not dealing with them quickly or for being out in the open too long. But when every corner of every room has a hitscanner with good accuracy, the player is going to get punished no matter what. I know it's a deliberate design choice on your part, but I think you should mix up your enemy variety more.
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