Beyond Sunset is now Available
Beyond Sunset Demo » Devlog
Beyond Sunset - Episode 0 is now available to the general public.
This project is community funded. If you play this game and enjoy it, consider becoming a patron! Patrons get early access to Episode 1 and exclusive behind-the-scenes content.
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Beyond Sunset Demo
A cyberpunk action RPG
Status | In development |
Publisher | |
Author | Metacorp |
Genre | Shooter, Action, Role Playing |
Tags | Cyberpunk, First-Person, Pixel Art, Retro, Sci-fi, Singleplayer, Synthwave |
Languages | English |
Accessibility | Color-blind friendly, Subtitles |
More posts
- Walls Disappearing? Workaround/FixJan 16, 2022
- Patreon is now Live!Dec 11, 2021
Comments
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You want to expand on that at all? Because on its own w/o any justification or explanation, it kinda don't mean much.
The gameplay mechanics are amazing (when you get the hang of it). Combines the gameplay of Ion Fury + Ninja Gaiden (XBOX).
The good:
The bad:
The ugly:
This game is honestly amazing, I've only played for 3 hours and I can't wait to play more. I think its a great blend of a metroivania and a doom type of game. The progression being at your own pace is great and the exploration flows effortlessly, I can't wait to see this game when it's completed.
Absolutely loved the demo, had a brilliant level design with a very thoughtful flow of action from room to room, weapons felt very impactful and the visual and audio aesthetic is rendered perfectly. The difficulty was balanced pretty well even on the hardest skill, I only really felt overwhelmed during the last big arena before the elevators. Nothing combatwise ever felt deliberately unfair.
A few gripes and/or recommendations:
- platforming was way too floaty and coupled with the default movement speed made it very difficult to perform simple jumps. Plus it's fairly detrimental in combat because you get stuck on enemies (I do know that is a limitation of the Doom engine so I can let this pass)
- upgrade system felt pointless since it's all static health/ammo upgrades, it would be more rewarding to replace the tokens with fixed upgrade pickups instead. Or at least expand it out and add weapon enhancements or upgrades to abilities.
- enemy voiceclips and sound feedback makes it difficult to discern what a specific enemy is up to. Although there are multiple voice clips they all sound identical and don't make it clear where an enemy is or what they're doing, since the sounds are usually much louder than everything else.
- The melee supermove that drops resources is fun but the pickups need to either be bigger or get auto collected because 9 out of 10 times I only get a few of them and end up missing the rest. The attack range also should be increased as it's too narrow in situations where I should logically be hitting several enemies that are inexplicably out of range.
- The boss arena is far too small for it and all the other minion enemies as it's very easy to get stuck on a wall and kill all momentum getting yourself killed. As well the laser spread attack it does after the charge attack is seemingly impossible to jump over for the lower barrage, and the speed of volleys tends to lead to getting hit twice in a row if you do try to jump. While using the reflection skill negates all of it it's still a pain since you can otherwise crouch under the higher spread.
I can't stop playing.