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The List (3 hours playtest) (46 hours total)

  • The enemies can zip around at speeds that gave me survival horror levels of frights. Sometimes the gun fights are tense but still have a veil of realism/fun to them and other times it feels like I’m playing a horror game with how fast they can dart in and out of doors/cover. I highly recommend just a slight decrease in movement speed for the AI except the suicide bombers for obvious reasons.

  • The weapon handling has very much improved but still needs further refinement. This game does not need to be “tactical assault” or “onward” in regards to game design but good weapon handling goes a very long way. How I would describe the current build is, “Gun takes an extra 1-2 seconds to line up to where my arms already shifted”. I would recommend a full body avatar with tighter tracking on the hands or a decrease in physics/weight from the weapons overall. Also please let me switch between single and auto. Maybe add in functional slapping on the AR like Tactical Assault did?

  • The progression has been masterfully overhauled and has me absolutely addicted to unlocking everything. Having to unlock all the attachments through use is great. Haven’t gotten around to using the shield or turret but the new shield and bomb run grenade are so good. If anything I want more options for avatar customization and also can we have the flashlights back as attachments? There are some seriously dark area’s in the game and the player does not have NODS. Also more weapon attachments pleeeaaasseee!

  • Ammo drops are too plentiful and the current reload system cuts out some tension in firefights. This is fine I think Crunch Element should run with the idea of being a “futuristic” “tactical “ “sandbox” so my suggestion is to give the option between the current or the original pouch set up. New style gives less pouches but allows easier reloads while the old style gives more pouches but to get “more mags” you have to grab your backpack and take mags out or store ammo pickups in it. Getting grenade launcher ammo from pickups is a GOATED idea btw. Also maybe add more ammo types like subsonic for less damage and ballistics for the benefit of complete silence.

  • The audio for the firearms is just *chef’s kiss for both suppressed and unsuppressed. The unsuppressed could be just a tiny bit louder since the player can’t choose to shoot subsonic (wink wink nudge nudge) in the current build.

If you ignore all my suggestions that’s cool just please don’t ignore this last one. The sledgehammer is still not super fun to use for breaching. Needs to punch bigger holes per swing to be on par with the grenade launcher as a fun breaching tool. Keep up the amazing work. Looking forward to what’s to come for this game!

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  • $tylish

    •

    Jul 1, 2025

    ADDENDUM (5 more hours of playtest) (LEGEND on all missions)

    • Quick note on the ammo part. I said the ammo drops are too much but what I really mean is how much ammo you get per drop should be 2 mags worth instead of 3

    • The hammer actually has the function I was suggesting which is AMAZING even if I feel very silly for not reading the item descriptions

    • The MPX grab angles need a COMPLETE rework because it’s near impossible to grab the magazine out of the magwell in the current build

    • The brightness on all of the RED colored optics needs to be brought down just a tiny bit because it’s too bright for far comfortable far shooting or shooting in the dark

    • The AI running speed definitely needs a small decrease. A interim “jogging” animation could potentially alleviate this.

    • AI needs to react to watching their teammates die in front of them by taking cover or just demonstrating more than one reaction. As of right now it’s too easy to stay in one spot and let them walk into your sights to die.

    • AI needs to be more aggressive against shield grenades. They are too OP as of now because they don’t fire enough at them regardless if player is inside or not

    • First pass on the AI pathing towards objectives is serviceable but adding randomness to their routes ESPECIALLY on the “final mission” defense would greatly help replayability.

    • AI spawn position’s could stand to have some “randomness”. Maybe add 2 other potential spawn points for their starting positions and for their entry points when player is protecting an objective.

    • Final thing. AI needs just a couple more “combat reactions”. Once they are in combat they are either moving or they are shooting. I haven’t seen them do both and I’m thankful because the previous versions of the AI have scarred me lol. That being said maybe having a designated “submachine gun” class AI that can move and shoot sprinkled in to the levels would benefit. The other suggestion I have is to add more animations to the AI. This game doesn’t need to be F.E.A.R. but having the AI jump through windows or into cover while their buddies cover them would make for some more memorable and distinct VR combat. Also they NEED to try and flank the player more