The majority of what you do is opening doors (and eventually ramming them once you get tired of wandering around in circles). The encounters are brief and, up until you finally find the way into Hideout, they are horribly paced. As in, you'll likely get attacked almost immediately by a drone somehow emerging from the way you came into the tunnels in the first place (reminded me of original's Soldier of Fortune's ridiculous maximum difficulty with its endless respawns), but afterwards, you can seemingly only trigger combat encounters next to that forcefield thing that can only be disabled through Hideout, or in the Hideout itself. In between, you can wander endlessly through all the tunnels, and encounter nothing but doors. (I think you said somewhere in the thread that doors are supposed to delay drones, so that you have an incentive not to break them all (besides the associated loss of health/ammo, obviously). However, that doesn't really work when places with the most doors have no drones around.
So keeping the encounters minimal in a puzzle-focused level where one can wander around for a while until they get their bearings is a bad thing?
The combat is simple, and the "tactical choices" present are far too shallow, with the gains often overriden by RNG. For instance, with the Ruma bot, "advancing" can potentially let you attack twice, first by ramming and then by shooting, which feels really cool. However, the chances of ramming success/failure feel like flipping a coin, and if you fail, you get shot at twice in a single turn, so it's not really worth it.
Except the same applies to you whenever enemies attempt to ram you. Try equipping a weapon w/ minimal evasion penalty (or locating enough upgrades to make the penalties of other weapons less painful) and setting the ram response to ATTACK when you encounter a particularly fat enemy type that enjoys ramming others to the death (good example -- Herzog) and enjoy the results.
You should also retreat from Young Crow so that he doesn't blow up, but that's just common sense. If you advance at a Scheiss, it'll retreat, sure, but often, that just means it gets behind a corner, and then either a) you round it to attack it, but its own turn triggers and it shoots; or b) you stay in place/get back, etc. and then it'll round the corner and shoot on the same turn: either way, it gets a free hit. As such, if one attacks you in a "normal" corridor, it seems like it's best to just stay in place.
You can walk around the corner and attack in the same turn by pressing 'attack > target > advance'. The whole combat system was designed around the player and enemies playing by the same rules -- so you can get a free hit against certain enemies too if you figure it out.
However, most encounters seem to occur in places where there's a pillar in the middle of the room. There, you can often just keep going around it, and the enemies will keep trying to follow you, while staying one step back. After 6-10 turns, both types of drones will just fuck off and leave, dissappearing into thin air offscreen. Because you literally get nothing from the battles, and only lose ammo and/or health, this is literally the best thing to do every time you get a drone in a room with a pillar. (Herzog and Young Crow will also circle the pillar indefinitely, though with them, it's pointless, since they won't leave.)
Huh, I should look into this -- if it's that easy, then I should implement more precautions to avoid obvious cheese.
Other than that, I don't see how having an incentive to get the enemies to fuck off and leave is a bad thing -- and if you're struggling to get them off your tail, you may want to cripple them first.
Well, I suppose there must be a few lovers of trudging through corridors made out of completely identical wall/door panels. I don't get why you would start a commercial game with that Tunnels section in the best of times; doing it several years after Steam introduced refunds seems especially foolhardy.
Except that's not the start of the game -- this chapter is located roughly in the middle of the Gangland chapter (which is set on Earth and serves as a prelude to the ghost ship chapter). The reason why the demo offers these two levels are purely because Tunnels and Hideout were some of the first completed and connected levels in time for the local indie cup. Surprise -- Tunnels worked well to filter the players, because half of the players (casuals and normal players alike) figured it out in a couple of minutes by paying attention to the marks on the walls, while some of the others went for a methodical approach and had a blast mapping it out, while others cried for the automap/quest compass.
I should probably add a note like 'a few hours later...' after the briefing.
the only things you seem to find behind C level doors and in some "tiles" are Light Armor Plates you can't even use on the level itself, which is literally the opposite of exciting or interesting. (Well, there was one insta-use Evasion upgrade by the end, but that's too little too late, and is a Sawyery kind of upgrade anyway.)
1. Keeping upgrades hidden inside areas like these is a bad thing?
2. Armor plates can be used inside a workshop -- getting out of the mech halfway through the battle to attack whem would be p retarded.
3. While accuracy/evasion upgrades are minimal, they stack up in your favor -- of course, they won't change the situation in your favor too quickly and that's fine by me.
Add more detail to the menu screen(s). Having nothing there but title in the middle is a wasted opportunity. I would suggest placing a rendition of the suit the player's using, since they won't ever see it themselves while actually playing. (You do see the enemy suits, but that happens late in the game, and is hardly the same.)
Add an outright "skip intro" function for those who just want the gameplay. You press it, and just get one screen with the year, the location, and the list of controls, before being dumped in the starting area.
Make the controls more consistent and convenient by default. First off, it's really strange how you are first asked to "press space", and then "press Enter"? Why not pick one or the other, or even better; why not make space and Enter do the same thing all the time?
However, why not at least make it mark D,C, B, etc. doors differently? And if you insist on making all doors look the same, what if scanning one will then make the suit mark it with D,C/wrong side hovering in front of it? It's 2086, so such AR stuff should be child's play.
Will think about it, but not going to promise anything.
Equally, make the intro infodump less static. When he mentions Everbach fortress, why not change the world map in the background to a satellite's view of the area?
Unfortunately that's not going to happen since the artist had to leave the project last year. Would definitely keep it less static if I had an opportunity to do so.
Speaking of which, why does your character begin the game turned in the direction he's not supposed to go in?
It's only logical that he used an elevator a few moments before venturing into the tunnels.
Make the controls more consistent and convenient by default. First off, it's really strange how you are first asked to "press space", and then "press Enter"? Why not pick one or the other, or even better; why not make space and Enter do the same thing all the time? It's generally more convenient to use space for opening doors, etc. if you move with WASD. I would also suggest that with bullet holes, "Eberbach Uber Alles" and other scannable items, "Use" does the same thing as Scan (F).
And what do you suggest doing w/ objects that can be used and analyzed?
"Status effects". Essentially, there's the most minor of differences in between using an SMG/Assault Rifle and a Laser; when enemies attack you with one or the other, the only thing that seemingly changes is the graphics/sound effect. What if laser could blind/overheat things, for both you and enemy, and bullets could unbalance with force of their impact, or the like. This would also then make exploration a little more interesting, as you could find upgrades improving those properties on guns, or increasing your resistance to those.
Good idea, but won't be implemented here. FYI jammers (while not being present in the demo) do affect one's status in one way or another (slow the entities down/blind them/etc).
Crows Gang sounds really lame. I have a feeling they would sound better in German as well. Since the Hideout is theirs, why not draw up some insignia for them and hang it around the place?
This is a good idea -- for whatever reason I never bothered w/ their insignia, but I'll look into it.
Broken doors only appear as broken when you are literally a square away from them, and look fine from further distances (both on-screen, and on mini-map.)
Did that happen in the Tunnels level?
Ramming should either ask your input, or at least, it should only trigger straight ahead. Accidentally moving backwards or sideways into the door is annoying as hell.