When I saw that Crowbar Collective was working on their next game, and also running some playtests, I was really surprised and stoked since I hadn't heard anything about this until I saw a random Steam News post for Black Mesa. I went to check out the game, downloaded it, and got into training.
After completing training, I went to the shooting range to test out how the shooting feels with all the different guns. Once I was done, I closed the game, and I now have this honest feedback for the developers:
I don't see myself partaking in this or future playtests until the shooting experience in this game is dramatically improved. I do not like pulling the trigger this game at all, particularly with the rifles.
Now, I do want to preface this feedback with an important caveat: I fully understand that this game is currently in a pre-alpha stage, and many core components are unfinished and being actively worked on. However, I cannot expect to enjoy a game when one of the most basic moment-to-moment gameplay elements, the gunplay, feels this bad to me.
Most of what I say applies to the rifles, they caught most of my ire, but it can also be extrapolated to nearly all the guns to varying degrees. My points of feedback, in no particular order:
When the gun is on the full-auto setting, even after letting go of the fire button, there will still be some extra rounds fired, seemingly for a random length of time. Tapping the button can cause the gun to fire 2, or 3, or even 4 rounds long after the button has been let go of. This seems more like a bug than a deliberate feature.
The camera shake is too intense, and simply feels disorienting. If you are desiring to make guns feel powerful, my personal recommendation is to lean harder into the sound design of your weapons rather than just adding intense camera shake.
The recoil climb of the gun when using ADS feels unintuitive. I think the disconnect between where bullets go and where the sight is pointing is currently too over-tuned, and combined with the camera shake, it feels as though the camera itself outpaces how much recoil the gun itself is experiencing, so your sights seem to trend towards the bottom of the screen. If I had to name one point in my feedback the MAIN pain point, it would probably be this one.
With all that being said, I want to reiterate that this is all constructive feedback, and I genuinely believe that Crowbar Collective are extremely talented developers and wish them the best. But for a game in the development phase, honest feedback is the best thing to give right now, and while I do regret that I cannot give feedback on any other categories of the game (enemies, mission design etc.) it's like I said at the top of this post. I likely won't be playing this game until pulling the trigger feels much, much better.
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4 months ago

aerothorne
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In Review
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4 months ago

aerothorne
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