This game is really fun very short tho :( it ran on like 20-30 fps but when i shoot it went like sub 10 fps i was playing on very low settings as well i have a intelcore11 processer hope to see this complete and more optimal for trashy devices lol XD
I like that the controls are finicky for reloading. It really makes the firefights more intense.
No controller support but I was able to get it set up on an emulator. The control setup is very weird and I had to adjust it to something that felt a bit more natural to me. Racking feels a tiny bit slow and could do with some sounds or visuals to knkow when it is done
The storage levels that repeated were fun because there was loops in the level so you could run around and get behind enemies.
But the lobby was essentially a hallway with out any cover. It would help if you could crouch behind the help desk, but ultimately you'd be trapped behind there.
I would like to see crouching and mantling over cover in the future.
Definitely great though! I would love to see more and I would buy day 1 especially if it was on XBOX.
I am also working on a anime gunfu shooter in Unreal so if you need any help or advice on visuals, level design, writing, etc I would be open to help if you wanted it
Lots of potential here. Had a good time playing through the demo. Reminded me a bit of Tarkov. I really liked the lean mechanics. I also really liked how Aria had to move the rifle to where I was pointing and watching the recoil move the rifle circle was good too. Smooth performance. Running an i7 cpu with a RTX 5070 at 2k res, which gave me 200+ FPS.
As a personal request some akimbo pistol action is always fun and a lot of shooters don't really do it anymore. Imagine dual wielding G18c ripping through clankers. Realistic? No. Cool? Yes.
Cool demo! I'm going to second the ability to combine mags and crouch, but overall very well polished so far! The amputation mechanic for the robots is really fun, and I think it's really funny how you can shoot both of their arms off and have them run around unable to shoot you, although maybe they should have some sort of self destruct if that happens.
My setup is an i5-13430 with an RTX 4050, and the game runs super smooth, maintaining a stable 150+ FPS. The overall experience is fantastic! The firearm mechanics and malfunction-clearing systems are incredibly well-designed and detailed.
It would be even better if we could get more weapon customization options in the future. Also, I noticed that when picking up duplicate attachments/parts during a run, it’s a bit unclear how to handle or discard them.
All in all, this is an amazing game. Keep up the great work on development!
Thanks for playing + the datapoint on the performance!
Currently duplicate attachments just vanish (they don't stack) when picked up, but this is a stand in while we hope to implement a much better inventory system!
Very promising demo. On my RTX 3060 and i7-11800H laptop, the game runs at around 120 FPS. As someone who enjoyed Beyond Citadel's reload mechanics, it's nice to see other indie games trying something unique too. Enemy AI might need some polishing, though.
Great demo! Enjoyed the base mechanics and the overall direction of the game, even beat it pistol only! As a big fan of Receiver (2013) I appreciate a shooter that lets me fumble with realistic controls. But I think the game could benefit from some more player choices and (at least optional) increase in difficulty.
1. Running should impose stamina drain, or have a separate "heat rate" effect where your aim has increased wobble/shake/vision tunnelling if you aim immediately after running for 2 or more seconds.
2. I never had issues with ammo as there was so much of it (maybe reduce?), but I did have a problem holding onto half empty magazines I didn't want anymore. Having the option to throw away magazines from the tab "inventory" menu would be great. 3. It would be great to be able to aim down sights after getting the scope attachments.
4.Speaking of attachments, It didn't feel like the attachments had much of an effect on improving the rifle? You could have the base handling of the weapons be much, much worse without them and Maybe add a tool tip when hovering over the attachments to indicate what benefit it gives in order to make it clearer.
5. Things that might flesh out the experience: Suppressor/Attachments for pistols, Grenades with controls for pulling the pin etc, weapons in similar platforms to AR15/ M1911 that could share the same basic animations to cut down on development work, adrenaline or morphine ampoules that distort vision but give 25% healing, claymores or trip-mines.
6. Finally, the bots are a good difficulty for beginners but harder versions/ types should be made, maybe in different colours to denote danger level. Bots without lights/laser sights when aiming so they are harder to keep track of. Bots that push further when searching for the player. Taller bots with heavy machine guns. Smaller bots with sniper rifles and so on. Anyway that's just my two cents, loved the game, wishing you the best with the project!
Just played through the demo. I like what's there so far. The first few floors can feel a bit easy street since there are so few bots and it's easy to line up a surprise headshot, but the ground floor actually pressured me a little. I'd love to have the ability to combine magazines as well as crouch to reduce my profile.
In any case, between the step-by-step reloading process, jam clearing mechanic, and enemies with destructible limbs, I'm seeing a lot of stuff in common with Reciever 2, which I like.
If you're on Ubuntu like I am, I've found running the game through Proton-GE's latest version works. I'm doing so through Lutris, but haven't tested with other programs like Steam, Bottles, or Heroic.
This is absurdly cool, i've always imagined a game where you have to manually operate every aspect of a firearm but i had no idea how it'd be executed. this just felt awesome
looking at the comments, it seems some people are having difficulties with the controls? I understand that that's the point but if you're wanting to try something to smooth the process slightly maybe tie all related sequences to: [one button] + [relevant operation]?
like if it's related to reloading:
R + [button 1] = to drop mag
R + [button 2] = to insert mag
R + [button 3] = to rack weapon
then if its for handing various operations (like forward assist):
T + [button 1]
T + [button 2]
T + [button 3]
and so on? maybe that's more confusing idk. but its very cool and satisfying once you get used to the controls and can operate the guns smoothly
I kind of get your idea but I feel that makes it harder because people would need to press more buttons at once (while possibly also using WASD + lean)
Might just add keybinds so people can put the buttons where they're comfortable with
Great demo, I'm running it with Proton GE on Arch Linux and the game runs quite well at around 120 FPS. In the last level it runs at around 80 FPS, and I actually have fairly modest hardware, an RX 6600M + Ryzen 5500. This is with 100% render scale at 1080p and TSR enabled.
Personally, I think the optimization is quite good. However, I've seen other users reporting crashes or poor performance.
As for the gameplay, it's fun and the art is nice. However, I think the protagonist and the gameplay are missing some "weight". You can run around without consequences and I don't feel that stamina has a real impact on the gameplay. Likewise, the weapon attachments don't seem to have any impact at all.
There is a lot of loot all over the map, which takes away from the purpose of the bullet and magazine management mechanics. On this point, I like another indie game Beyond Citadel, which has similar reload mechanics, and where you have to be careful with your available magazines.
I like it when the weapon jams and you have to fix it manually or switch to another weapon. That small moment of tension adds flavor to the gameplay
I like what you have in your hands and I will follow the project closely
Very fun demo, was wanting more after it was over!! I do wish there was type of cover mechanic like crouching, as I felt pressure to fight from corners instead of low cover. A mechanic to combine mags or switch out which one will come up next would also be nice, so picking up partials would be more viable.
Quite an enjoyable little demo, excited to see where this goes next.
A few points I'd like to bring up:
Inventory needs some work, as is, you can only see the first 10 mags for weapons, then you don't know how many more you have (I thought the game capped out at 10, so I didn't bother picking up more after, I only realized I had more than 10 at the end screen)
It's not very clear what the attachments do, I can only infer that the AFG, red dot, and the stock mods improve handling, and the brake improves recoil. You can also pick up attachments if you already have one, I'm not sure if this does anything, or if it's an oversight.
All the other points I have are things I know will be added in the future, such as enemy and weapon variety, and perhaps an expanded inventory for more items other than ammo, like healing or pehaps score items if you want to do some arcade-y stuff.
Game keeps crashing when it starts gameplay, just says FATAL ERROR, which is sadly a similar error Ive had with other games. Need to buy a new PC it seems.
Great demo! I always like games that have more complex reload mechanics (Beyond citadel my GOAT). I appreciate having multiple types of jams for the M4 with varying levels of actions required to clear the jam. Being able to tap the forward assist after chambering a round (even if it doesn't do anything AFAIK) is a really cool touch. Animation's for reloading are very smooth when going between actions on different button presses.
A few things to note. Having no first person aiming is a missed opportunity IMO. I'd like more precision for long range shooting. The white crosshair conflicts with the white skybox past the glass at the last level, so you can't see your crosshair if it's on top of the glass. Having an option to change the color of the crosshair to blue/orange (or any color the player desires) would be a good feature.
Also, a neat thing to have would be a quickdraw for your sidearm if your primary suffers a jam that's hard to clear quickly. Just having the sidearm be one handed with rifle braced in left arm would be cool aesthetically IMO.
BTW, for the presumably red COMTACs like headset on aria, are the 2 bottom parts battery packs, or does she have 4 ears?
The forward assist actually does do something! Out-of-battery bolt states can occur after press-checks (hold T + R) or just in normal firing, and forward assist solves them
FPS aiming has been brought up by several other people as well, so we will put it into consideration as a mechanic (esp. for potentially adding non 1x optics)
Quickdraw animation sounds fun! will think abt it
For the headset yeah battery packs + you need something to hold it to the head more securely
I feel the game would benefit from a MGS4/5 styled aiming system, middle click to go into first person aiming so you can take better more precise shots at something further away from you. I'd have liked the ability to crouch or even prone but besides that. Yeah! This bootleg Receiver is pretty damn neat!
The ability to aim down sights has definitely been brought up multiple times, we are still deciding if we want to add it (especially for potentially non 1x optics) or focus mainly on 3rd person modes
And yes you are correct that its anime Receiver :D
Optimization is one of the weaker points. My fps were always 60+ only when I set the rendering quality at 50%
Gun controls weren't obvious and were pretty hard to use for me (I'd put them on keys that can be easily accessed with the thumb like X, C and V. Also F isn't utilized somehow?).
Would be nice to see something like an infinite rougelike mode.
Anyway, I for sure will play a full version of this.
For the keybinds we based it on Receiver 2 controls, though it might be beneficial to just add custom keybinds in the future. F is currently used for pulling the hammer back on the pistol (though its not that useful except for restriking a dud cartridge on the M1911, it would be more useful when we add revolvers)
Great game but for some reason whenever I enter a new level or restart the current level the game exits out of fullscreen and resets my screen resolution for some reason. The rest of the game was fun to play once I figured out how the reload mechanics worked.
About combat: I'd prefer if right click would cancel running. I'm not able to aim when holding shift even if I'm standing still, thats the issue I had doing quick actions mid combat.
About weapon controls: the system of having to press two keys to reload is unusual and it was weird at first, but I think I can get used to it. I thought racking the gun was super cool
About aiming: - The circle that shows where your character is aiming sometimes doesn't appear at all.
- Your character breathing also affects gun positioning which sometimes the aiming go into "aiming blocked" mode for half the breathing animation and normal for the other half, toggling it on and off, this happens specially when out of stamina.
- In my VOD at around minute 18 you can see how I'm constantly shooting monitors that are in front of me and the character doesnt raise her gun to eye level, specially at 18:08 - It's strange to be able to right click at targets that you're character is unable to aim to but its understandable.
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This game is really fun very short tho :( it ran on like 20-30 fps but when i shoot it went like sub 10 fps i was playing on very low settings as well i have a intelcore11 processer hope to see this complete and more optimal for trashy devices lol XD
Been looking for something like this for a while.
I like that the controls are finicky for reloading. It really makes the firefights more intense.
No controller support but I was able to get it set up on an emulator. The control setup is very weird and I had to adjust it to something that felt a bit more natural to me. Racking feels a tiny bit slow and could do with some sounds or visuals to knkow when it is done
The storage levels that repeated were fun because there was loops in the level so you could run around and get behind enemies.
But the lobby was essentially a hallway with out any cover. It would help if you could crouch behind the help desk, but ultimately you'd be trapped behind there.
I would like to see crouching and mantling over cover in the future.
Definitely great though! I would love to see more and I would buy day 1 especially if it was on XBOX.
I am also working on a anime gunfu shooter in Unreal so if you need any help or advice on visuals, level design, writing, etc I would be open to help if you wanted it
Lots of potential here. Had a good time playing through the demo. Reminded me a bit of Tarkov. I really liked the lean mechanics. I also really liked how Aria had to move the rifle to where I was pointing and watching the recoil move the rifle circle was good too. Smooth performance. Running an i7 cpu with a RTX 5070 at 2k res, which gave me 200+ FPS.
As a personal request some akimbo pistol action is always fun and a lot of shooters don't really do it anymore. Imagine dual wielding G18c ripping through clankers. Realistic? No. Cool? Yes.
Cool demo! I'm going to second the ability to combine mags and crouch, but overall very well polished so far! The amputation mechanic for the robots is really fun, and I think it's really funny how you can shoot both of their arms off and have them run around unable to shoot you, although maybe they should have some sort of self destruct if that happens.
My setup is an i5-13430 with an RTX 4050, and the game runs super smooth, maintaining a stable 150+ FPS. The overall experience is fantastic! The firearm mechanics and malfunction-clearing systems are incredibly well-designed and detailed.
It would be even better if we could get more weapon customization options in the future. Also, I noticed that when picking up duplicate attachments/parts during a run, it’s a bit unclear how to handle or discard them.
All in all, this is an amazing game. Keep up the great work on development!
Thanks for playing + the datapoint on the performance!
Currently duplicate attachments just vanish (they don't stack) when picked up, but this is a stand in while we hope to implement a much better inventory system!
Very promising demo. On my RTX 3060 and i7-11800H laptop, the game runs at around 120 FPS. As someone who enjoyed Beyond Citadel's reload mechanics, it's nice to see other indie games trying something unique too. Enemy AI might need some polishing, though.
Thanks for playing + giving the specs, this is useful as a data point on optimization!
Yeah we hope to improve enemy AI as well (+ maybe more enemy types)
Great demo! Enjoyed the base mechanics and the overall direction of the game, even beat it pistol only! As a big fan of Receiver (2013) I appreciate a shooter that lets me fumble with realistic controls. But I think the game could benefit from some more player choices and (at least optional) increase in difficulty.
1. Running should impose stamina drain, or have a separate "heat rate" effect where your aim has increased wobble/shake/vision tunnelling if you aim immediately after running for 2 or more seconds.
2. I never had issues with ammo as there was so much of it (maybe reduce?), but I did have a problem holding onto half empty magazines I didn't want anymore. Having the option to throw away magazines from the tab "inventory" menu would be great.
3. It would be great to be able to aim down sights after getting the scope attachments.
4.Speaking of attachments, It didn't feel like the attachments had much of an effect on improving the rifle? You could have the base handling of the weapons be much, much worse without them and Maybe add a tool tip when hovering over the attachments to indicate what benefit it gives in order to make it clearer.
5. Things that might flesh out the experience: Suppressor/Attachments for pistols, Grenades with controls for pulling the pin etc, weapons in similar platforms to AR15/ M1911 that could share the same basic animations to cut down on development work, adrenaline or morphine ampoules that distort vision but give 25% healing, claymores or trip-mines.
6. Finally, the bots are a good difficulty for beginners but harder versions/ types should be made, maybe in different colours to denote danger level. Bots without lights/laser sights when aiming so they are harder to keep track of. Bots that push further when searching for the player. Taller bots with heavy machine guns. Smaller bots with sniper rifles and so on.
Anyway that's just my two cents, loved the game, wishing you the best with the project!
Running stamina is an interesting idea
The loot distribution is not final, since progression will be different in the final game
I think a lot of these suggestions could be interesting to look at, thanks for playing and for the feedback!
Just played through the demo. I like what's there so far. The first few floors can feel a bit easy street since there are so few bots and it's easy to line up a surprise headshot, but the ground floor actually pressured me a little. I'd love to have the ability to combine magazines as well as crouch to reduce my profile.
In any case, between the step-by-step reloading process, jam clearing mechanic, and enemies with destructible limbs, I'm seeing a lot of stuff in common with Reciever 2, which I like.
If you're on Ubuntu like I am, I've found running the game through Proton-GE's latest version works. I'm doing so through Lutris, but haven't tested with other programs like Steam, Bottles, or Heroic.
Thanks for including Linux running instructions btw glad to hear it works on Proton
Glad that you liked it! We do plan on continuing development on those aspects you mentioned
really Awesome game
hell yea followed u on X and also what do you plan on doing more with this game ???
This is absurdly cool, i've always imagined a game where you have to manually operate every aspect of a firearm but i had no idea how it'd be executed. this just felt awesome
looking at the comments, it seems some people are having difficulties with the controls? I understand that that's the point but if you're wanting to try something to smooth the process slightly maybe tie all related sequences to: [one button] + [relevant operation]?
like if it's related to reloading:
R + [button 1] = to drop mag
R + [button 2] = to insert mag
R + [button 3] = to rack weapon
then if its for handing various operations (like forward assist):
T + [button 1]
T + [button 2]
T + [button 3]
and so on? maybe that's more confusing idk. but its very cool and satisfying once you get used to the controls and can operate the guns smoothly
I kind of get your idea but I feel that makes it harder because people would need to press more buttons at once (while possibly also using WASD + lean)
Might just add keybinds so people can put the buttons where they're comfortable with
Thanks for the feedback!
Great demo, I'm running it with Proton GE on Arch Linux and the game runs quite well at around 120 FPS. In the last level it runs at around 80 FPS, and I actually have fairly modest hardware, an RX 6600M + Ryzen 5500. This is with 100% render scale at 1080p and TSR enabled. Personally, I think the optimization is quite good. However, I've seen other users reporting crashes or poor performance.
As for the gameplay, it's fun and the art is nice. However, I think the protagonist and the gameplay are missing some "weight". You can run around without consequences and I don't feel that stamina has a real impact on the gameplay. Likewise, the weapon attachments don't seem to have any impact at all.
There is a lot of loot all over the map, which takes away from the purpose of the bullet and magazine management mechanics. On this point, I like another indie game Beyond Citadel, which has similar reload mechanics, and where you have to be careful with your available magazines.
I like it when the weapon jams and you have to fix it manually or switch to another weapon. That small moment of tension adds flavor to the gameplay
I like what you have in your hands and I will follow the project closely
Yes, Beyond Citadel was definitely one of the games we were thinking of while making this (along with Receiver 2).
Noted on the weight, we were trying to make it more action focused but maybe we can do something about it
Loot distribution and inventory systems definitely can be improved
Overall, thanks for trying it out!
Very fun demo, was wanting more after it was over!! I do wish there was type of cover mechanic like crouching, as I felt pressure to fight from corners instead of low cover. A mechanic to combine mags or switch out which one will come up next would also be nice, so picking up partials would be more viable.
Quite an enjoyable little demo, excited to see where this goes next.
A few points I'd like to bring up:
Inventory needs some work, as is, you can only see the first 10 mags for weapons, then you don't know how many more you have (I thought the game capped out at 10, so I didn't bother picking up more after, I only realized I had more than 10 at the end screen)
It's not very clear what the attachments do, I can only infer that the AFG, red dot, and the stock mods improve handling, and the brake improves recoil. You can also pick up attachments if you already have one, I'm not sure if this does anything, or if it's an oversight.
All the other points I have are things I know will be added in the future, such as enemy and weapon variety, and perhaps an expanded inventory for more items other than ammo, like healing or pehaps score items if you want to do some arcade-y stuff.
You're right, we still plan on adding a more in-depth inventory system (including attachments)!
Enemy and weapon variety is something we plan to work on as well
Glad that you found the demo enjoyable!
Game keeps crashing when it starts gameplay, just says FATAL ERROR, which is sadly a similar error Ive had with other games. Need to buy a new PC it seems.
That's odd, do you have DirectX 12 installed
Great demo! I always like games that have more complex reload mechanics (Beyond citadel my GOAT). I appreciate having multiple types of jams for the M4 with varying levels of actions required to clear the jam. Being able to tap the forward assist after chambering a round (even if it doesn't do anything AFAIK) is a really cool touch. Animation's for reloading are very smooth when going between actions on different button presses.
A few things to note. Having no first person aiming is a missed opportunity IMO. I'd like more precision for long range shooting. The white crosshair conflicts with the white skybox past the glass at the last level, so you can't see your crosshair if it's on top of the glass. Having an option to change the color of the crosshair to blue/orange (or any color the player desires) would be a good feature.
Also, a neat thing to have would be a quickdraw for your sidearm if your primary suffers a jam that's hard to clear quickly. Just having the sidearm be one handed with rifle braced in left arm would be cool aesthetically IMO.
BTW, for the presumably red COMTACs like headset on aria, are the 2 bottom parts battery packs, or does she have 4 ears?
Beyond Citadel mentioned, elite ball knowledge
The forward assist actually does do something! Out-of-battery bolt states can occur after press-checks (hold T + R) or just in normal firing, and forward assist solves them
FPS aiming has been brought up by several other people as well, so we will put it into consideration as a mechanic (esp. for potentially adding non 1x optics)
Quickdraw animation sounds fun! will think abt it
For the headset yeah battery packs + you need something to hold it to the head more securely
In all, thanks for playing the game!
I feel the game would benefit from a MGS4/5 styled aiming system, middle click to go into first person aiming so you can take better more precise shots at something further away from you. I'd have liked the ability to crouch or even prone but besides that. Yeah! This bootleg Receiver is pretty damn neat!
The ability to aim down sights has definitely been brought up multiple times, we are still deciding if we want to add it (especially for potentially non 1x optics) or focus mainly on 3rd person modes
And yes you are correct that its anime Receiver :D
Thanks for trying it out!
Awesome demo! Love the art and model.
Some things I want to say:
Optimization is one of the weaker points. My fps were always 60+ only when I set the rendering quality at 50%
Gun controls weren't obvious and were pretty hard to use for me (I'd put them on keys that can be easily accessed with the thumb like X, C and V. Also F isn't utilized somehow?).
Would be nice to see something like an infinite rougelike mode.
Anyway, I for sure will play a full version of this.
True we need to work on optimization more
For the keybinds we based it on Receiver 2 controls, though it might be beneficial to just add custom keybinds in the future. F is currently used for pulling the hammer back on the pistol (though its not that useful except for restriking a dud cartridge on the M1911, it would be more useful when we add revolvers)
Thanks for leaving feedback!
Great game but for some reason whenever I enter a new level or restart the current level the game exits out of fullscreen and resets my screen resolution for some reason. The rest of the game was fun to play once I figured out how the reload mechanics worked.
Damn i thought we fixed that, thanks for the bug report!
Glad you enjoyed the game regardless!
Steam?
We're still at a demo stage, so we don't have a steam page yet!
hey I checked it out here's a vod:
pros:
- looks great
- shooting feels really good
- I wanted to play more
issues (categorized by the relevancy I assume)
- hard to aim in corners, robots see you before you can shoot them
- sometimes it felt like controls werent doing what I wanted mid combat
- robot alert sound can be a bit annoying when many sound at the same time?
- gun controls felt a bit clunky but I didnt play enough to get a good feel, the game ended too soon
- stamina felt irrelevant
- magazines blended too much with the map
- there weren't enoughe enemies to justify picking up magazines
- I got unlocks but no option to attach them
Hi! Thanks for posting the feedback, and for going the extra mile with gameplay footage VOD!
For the controls part could you elaborate, was it the gun aiming or the gun interaction (keyboard keys) that felt off
The rest sounds about right, we will try to tune the combat and loot distribution a bit better for it
Currently the attachments just attach instantly on pickup since we don't have the inventory system yet, but its true that its not very noticeable
Again, thanks for playing the demo!
About combat: I'd prefer if right click would cancel running. I'm not able to aim when holding shift even if I'm standing still, thats the issue I had doing quick actions mid combat.
About weapon controls: the system of having to press two keys to reload is unusual and it was weird at first, but I think I can get used to it. I thought racking the gun was super cool
About aiming:
- The circle that shows where your character is aiming sometimes doesn't appear at all.
- Your character breathing also affects gun positioning which sometimes the aiming go into "aiming blocked" mode for half the breathing animation and normal for the other half, toggling it on and off, this happens specially when out of stamina.
- In my VOD at around minute 18 you can see how I'm constantly shooting monitors that are in front of me and the character doesnt raise her gun to eye level, specially at 18:08
- It's strange to be able to right click at targets that you're character is unable to aim to but its understandable.
True about the right click / sprint thing, we'll have to fix that
I think we encountered the breathing gun positioning and the gun lowering sometimes too, we'll try to find a more consistent solution for it!