>>86509
>>86546
Okay, it's nice fur what it is. Impressive that you've made all of this over a couple of months with (I assume) little prior experience. I'm not really sure what justifying element you had in mind while making this other than the procedural monsters and being a The Thing videogame; there was SOMETHING there in the imagery of walking through dark corridors with the infected doctor, illuminating the path ahead with flamethrower bursts. The audio that was present did its job adequately enough, I won't complain about the lack of it fur movement or manipulating objects because that made the few sounds that were present leave far more of an impression. The procedurally-assembled monsters did surprise me a few times - one time, a ball of flesh with only a single leg ran at me down the medical bay, another time, the first one you encounter stretched all the way to the ceiling, which freaked me out fur a moment.
There were a lot of bugs, especially surrounding the backpack, elevators and starting a new game after dying. I've lost a couple of good runs from accidentally dropping my backpack and losing all of the items that were stored inside of it (I got infected during the escape sequence because I dropped my backpack and lost my flashlight, couldn't find the spare full flamethrower I dropped after accidentally hitting the button and killing the lights and ended up being too conservative with using my other one fur light. Another time, it ate my keycard and I went to kill the doctor fur a spare, only to find out I couldn't harm her after taking her with me.), it randomly vanished on me once shortly after putting it on - that must be what the second one is fur. The elevators can be activated while you're outside of them, and the one leading to the bomb control terminal doesn't close from the other side, which led to >>86546 . There's nothing to say about the hitbox and physics bugs.
Only the first two crab encounters and the monsters in the escape blackout felt like they posed any sort of threat of getting infected, and the furmer only do so because of how inaccurate the hunting rifle is. That's fine. The first Spetsnaz encounter varies from being somewhat threatening to being almost certain death without knowledge of where the second one is, depending on whether they're facing towards the blast door or not. I don't know whether that's fine, it's your call. I couldn't tell if limb integrity actually affected anything, but it doesn't REALLY matter whether it did or not, it's enough fur it to be visually present in the body menu. Is saline solution meant to be a "universal" bloodbag in this, or does it do nothing?
How much further are you planning on working on this? I don't see how much further something like this could be expanded without stuffing it full of more contrived "systems" to manage or turning it into a ""roguelike"" (Why? To what end? That SCAV Prototype game already looks it's doing the Plazma Burst roguevaniabornelikeemup concept). Also don't listen to that goodgamedesign faggot's suggestions, they all SUCK.