Cheers for the feedback!Amuscaria wrote:Thoroughly impressed with the atmosphere and ambiance; the sound effects are especially nice. I'm especially impressed that this is made in GZDoom. Combats is a bit stiff, but functional, and the horror elements are fantastic. Was a bit slow in the first level/act, but picks up quite nicely in the second.
The most frustration I had is with the inventory - mainly the keys. I've gotten to the second act, and I found sorting the keys especially difficult. They all look the same, and I think they stay in your inventory after being used. I'm really not sure if I have a key for a door or not, since their descriptions are pretty vague. The second complaint I have is with the navigation. The steel doors that teleports you to a different room look the same and have no indication if they are locked, just for decoration, or is actually the path forward. I have the same problem with the caged doors. Some open, some do nothing, some says it's locked but doesn't state if I can go into them with a key or not.
Found a possible oversight in the second act, at the door that houses the shotgun. The switch doesn't seem to have a locked cage over it, like the first act, but says it requires a key anyway. (See Screenshot)
Haven't progressed far enough to give this a proper review due to school. Will test more when free-time allows. Fantastic work on this mod.
I agree with the keys, there is no reason for single use keys to linger in the inventory after use. I'll get this fixed up for the next update.
With the doors, ones that can be used/not used have a different texture, although the effect is probably too subtle to make any meaningful difference. Shouldn't be too hard for me to make them a bit more clear.
Good find with the door switch, will get that fixed up too!