2bbdb18035cbc2b44ad506025e4288a444bc106748b7cab57ba8c895d03be72c

2bbdb18035cbc2b44ad506025e4288a444bc106748b7cab57ba8c895d03be72c
overall_rating 3.852941176470588 34

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.]