Excive A-1000
Summery: Excive A-1000 is a fun old-school shooter, but the lack of options including screen resolutions, adjusting controls and other technical problems, make it feel like a under developed game. 4/10.
A full video review can be viewed here:
https://www.youtube.com/watch?v=c8uKBksCCH8
Gameplay:
Excive’s gameplay is a fun experience that pays its homage to the 90s FPS especially the likes of Wolfenstein, Blake Stone and Rise of the Triad. Its action packed, its adrenaline filled and it fast-paced. And that is exactly what I look for in such a game. It has all the critical elements that make this style of gameplay a joy to play despite its issues. However, I can’t say it is a game that’s gameplay has been well developed. There are just too many issues and too much of a lack of polish.
– Real player with 3.1 hrs in game
Read More: Best First-Person Indie Games.
Excive is a oldschool fps, its really well made, watching the trailer doesn’t tell exatcly what the game really is, I was expecting another wolf3d clone but its not, you use three weapons at once by simply using different buttons, “q” for fist, “e” for bazooka and click for shoot, the game is really hard so I would recommend starting with a easy game like “spear of destiny” before trying Excive.
+good controls
+great main menu
+many difficulty levels
10/10
– Real player with 2.8 hrs in game
Leadwerks Game Engine
Leadwerks is a semi easy-to-use and very powerful game engine written in OpenGL 4 with a deferred renderer. The engine is crossplatform between Windows & Linux, frequently updated, and has a very friendly and active community. With Leadwerks, you can create any game you want, be it an FPS game, 3rd person shooter, a puzzle game, or something super wacky, you can make it in the Leadwerks engine.
Some Of The Great Features
The deferred renderer is the pride and joy in this engine, giving you the ability to easily add dynamic lights and/or static lights with realistic shadows instantly, no lightmap baking needed. CSG level editing (like Source Engine’s Hammer editor) is fun and fast in the Leadwerks editor, allowing you to map out and create a level to test out pretty quickly. The engine is built upon OpenGL 4, making the engine crossplatform between Windows and Linux. A Mac version is currently in the works and should be out sometime in the near future.
– Real player with 1535.7 hrs in game
If you read this before the end of the 2nd December 2014, and you are wanting to be be able to write a 3D game, get this now. Its incredible value at 50% off. If you have and use visual studio and write code in C++, and want to use it to write a game, splash out and get the Standard version too. I bought mine in a previous sale, with -25% off, and have invested many hours in using this latest version during the beta testing of 3.3.
There are lots of video tutorials on you-tube, which are really useful for a beginner to understand how to start to use Leadwerks. The Forum http://www.leadwerks.com/werkspace/ is a great community resource, which is always worth a visit when your stuck, answers to many of your questions can be found by searching in here. If its not already answered you can ask the community, and there are some really great people who have been using Leadwerks for years, including Josh (Leadwerks CEO) who respond with knowlegeable answers.
– Real player with 979.8 hrs in game
Ilamentia
An amazing series of exploratative puzzles, and one of the best uses of design space that I can recall.
The game itself is difficult to explain. Its a first person wasd + mouse control scheme with only 4 additional forms of input. Fire, jump, restart, and exit. These functions change slightly from level to level. Sometimes you might not be able to jump, sometimes you might be able to fly, sometimes your fire button does… something entirely different.
There is very little in the sense of hints (usually you have the name of a level and a single short sentence with which to build your guesses). This can be a boon or a curse depending on how quickly you pick up the goal of a stage.
– Real player with 18.0 hrs in game
Read More: Best First-Person Indie Games.
I’ve completed most of the game now and formed a love/hate relationship with it. The gameplay is nice and some of the levels are creative. BUT… Way too much of the challenge in this game revolve around the player not seeing a f’ing thing except the screen flickering or the theme of the world you’re in makes everything a huge pile of shit on your screen. On some levels you have to do platforming while the platforms are hidden and there’s nothing in the level that allow you to judge distances so you have to count in your head to figure when not to press forward anymore. Some levels make you lose your vision as you progress and this theme of not seeing s**t repeats over and over. There is some kind of logic in the puzzles but the rules mostly change as you progress and you will “die” because theres no way you could have known what will happen. I’ll give an example here about the poor puzzle designs here so SPOILER warning incase you’re going to purchase the game.
– Real player with 16.9 hrs in game
School of Horror
Man this game was really worth the time. I was given the game through random selected steam cards, and boy was I lucky to get this game. I would recomend this game to anyone over the age of 16 years.
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10/10
-Signed MeOldMateAustie™
– Real player with 5.4 hrs in game
So the game was, quite clearly, updated with a new underground map. An update could be a nice thing, but in this case the underground map is an enclosed labyrinth with no way out. I’ve tried heading down every possible path to its end and there’s nothing but dead ends and a few bundles of zombies littered throughout it. It kind of… well, it sucks. The game is monotonous and pointless and, with the update, there is absolutely no way to get to the portion of the game where you’re shooting zombies. I was looking for meaningless fun when I bought this game, all I found was the meaningless part. I am sad. I wanted to shoot zombies with the weapons the game’s description promises are in the game; but that part of the game is inaccessible and the game ends up a walking and dodging simulator with zombies senselessly appearing as part of the scenery.
– Real player with 2.8 hrs in game