ecamber: 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.
No problem. And yeah, there were no real glitches to report.
ecamber: 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.
Well, as I said, the problems I had might be problems I have with shooters overall. As much as I love a good puzzle,
ecamber: 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.
I think it's the green light that the marching bots have when you get close, which, now that I think about it, is probably more of a "target-locked" type of thing for the bots. However, green is a color I normally associate with something good happening, hence why I thought....ok, honestly, I'm not sure what I thought was going on. I said I was good at puzzles but I never claimed anything about common sense.
ecamber: 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.
I know, I know, I just have this compulsive desire to destroy every bot there is.
ecamber: 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.
*SPOILER ALERT*
Well, the first one I encountered had some sort of badge on its chest which I aimed for and killed pretty quickly, but the one guarding the blue keycard didn't seem to have that, and just wouldn't die no matter if I aimed at its head, little antenna thing, chest, middle pole attaching the chest to the legs (feet?), the treadmill legs/feet, the guns, nothing. And you'd think that it wouldn't be able to move anymore after slicing the pole in half, but whatever. I can't tell whether that's a glitch or if I just didn't aim properly.
*END OF SPOILER*
ecamber: 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.
I'm not sure that counts as a puzzle. More like just the 3rd law of gaming.
"If there is any item on the screen which seems destructible, even in the remotest sense, you shall, with the greatest of haste, take pains to destroy it in its entirety, without regard to ammunition, danger, usefulness, &c."
ecamber: Interesting thought, but I'm not actually aware of any old FPS that let you do this.
I have no idea, I just think it would personally be nice. I don't know if anybody else had this same experience, but when I saw all those health pickups, I left a majority of them behind so I could go back and get them later when I actually needed them. I'm guessing the amount of pickups decreases in hard mode, meaning this would probably be even more useful, especially considering how big the map is. I don't feel like going back and picking through every corner.
Oh, and one more thing I forgot to mention: I kept trying to pickup non-pickup-ables. I assumed the batteries and white...orb...things and trash cans did something (I'll be honest, I was hoping I could hide in the cans or wear them and get mistaken for a robot). Not really a plus or minus, just thought you might like to know all the details of my thought process while playing.
ecamber: 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.
In that case, change it to +0 and raise the score to 5/10.
ecamber: Well, at least this negates your earlier "minus" point about it being short! :-)
Yup, I did take that into consideration.
ecamber: 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.
+1 for using this as a teaching opportunity.