Only
~7 hours left in the giveaway!
Also forgot to mention it here, but I fixed the loading screen text as requested.
zeogold: Well, ok, I've got some good news and some bad news.
The good news: I played it.
The bad news: I didn't like it at all.
...
Thanks for playing and giving detailed feedback! Yeah, I was a little worried when you said you were not a fan of shooters that you probably wouldn't like the game too much. It's very much an old-school FPS at heart, but has a few twists on the standard formula to set it apart from the pack and make it a little more interesting.
The good news is it sounds like you played the game for a while, were able to make a good amount of progress (when you died I estimate you were about a quarter of the way through the game, there are a small number of large levels) and didn't encounter any real glitches or bugs.
Let me respond to some points in more detail:
zeogold: I didn't quite like the maze-y, hunt-y aspect of having to search every little corner in the hopes of finding a keycard so I can progress.
That's at the core of most old-school FPS games (Wolfenstein, Doom, Duke, etc.). I understand you don't care for these games but others will likely find this a fun throwback. To me this is preferable to many modern shooters that lead you down a linear path from point A to point B.
zeogold: Also, they seem to follow you, even between rooms over a considerable amount of distance, which I didn't expect.
Yep. I actually consider this to be a positive, as I tried to make the robot AI fairly intelligent.
zeogold: And, one last thing, it took me a while to realize that when they get up close, they're punching you or something.
Huh. Not sure how I can make this clearer, the damage indicator is flashing, your health is going down and they're playing the "slap" noise and animation.
zeogold: (what were those green symbols supposed to be? indications of what each room was? I couldn't tell),
Yeah, the green symbols are supposed to be holograms labeling each sector. Mostly just window dressing.
zeogold: but I lost my keycards and I wasn't about to go through all that again. I quit.
I guess the hope would be that now that you know where the keycards are, it would be faster to replay. Since you mention two weapons, you must have made it inside the "secret" room, you certainly didn't have to go back there again if you didn't want to.
zeogold: couldn't figure out two-gun green bot's weakness before I got killed
Sorry about that. That's probably where the game is lacking most, as I don't want to give away the weakness, and I think it's fairly logical once you think about it, but players may not be able to figure it out in time. If you ever feel like playing again I can PM you the best way to defeat that guy.
zeogold: +0 for puzzles, I didn't really see any outside of fetch-this-and-use-it-over-here types of things
I would have considered the caution tape one to be a puzzle, if a bit simple. There are a lot more further into the game.
zeogold: -1 for not having an indicator of pickups on the map, or at least letting us be able to mark it ourselves
Interesting thought, but I'm not actually aware of any old FPS that let you do this.
zeogold: -1 for having no real story
There's a little bit more of this closer to the end of the game, but in keeping with the style of old FPS games, story is never a major focus.
zeogold: - got bored after about maybe half an hour while still on the same level
Well, at least this negates your earlier "minus" point about it being short! :-)
EDIT:
zeogold: +1 for coding it all from scratch
In the interest of total honesty, and for anyone else who wants to do something similar, I used Lode Vandevenne's [url=http://lodev.org/cgtutor/ ]raycasting tutorial [/url]as a starting point. But I couldn't use the code directly as it was written in C instead of Java, and it only guides you a small part of the way.