Super ambitious for a first release. Nice.
[User added a rating.]
Really nailed the industrial complex feeling. Puzzling was also reminiscent of HL1. I loved the restrained use of colour and the vanishing points — horizons and building tops didn’t look like awkward cut-offs and everything downwards-stretching faded into fog.
Minor but significant complaint: the block-out key textures stretched and rotated look incredibly silly.
[User added a rating.]
Hmm … Not bad, but as the README more or less confesses, it’s badly underpopulated, which makes it not just too easy but lacking a sense of density. I think double the monster count (and adjusting health and ammo accordingly) would lift this at least another star.
Another quibble: the quest is to finish four differently-coloured areas that each activates one of four pillars around the exit teleport. But the game has to be played linearly. I think it would be more fun if you could take the four sub-areas in any order, and the challenge would work out differently depending on the order you chose because you get a different weapon at the start of each.
But there’s lots of good stuff here, and it’s obvious the author has it in him to make something much better.
[User added a rating.]