Resident Evil: Survive

In Progress Resident Evil: Survive - OPENBOR Game 3

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The project is currently under development.
Hi there, at first glance the game look great,only 3 major issues would be sprite alignment followed by delays and it's missing a disclaimer, add something stating it's not produced by Capcom.
Consider the 3rd suggestion to stay on the safe side.
Agree! Wasn't aware of it since this is my first fan game lol. I'm adding a disclaimer to avoid any misunderstanding!

There's potential here for sure and it was exciting to finally get my hands on this, but I have to blunt: the difficulty is kind of insane. I felt like I'd jumped into the final level or something. There can be too many enemies at times. Zombies can drain your HP in literally a second or two once they latch on (I do get that this is how it might've worked in the RE games but this is an entirely different genre. In beat 'em ups, you're GOING TO get hit, and it shouldn't be so catastrophic to have one enemy land one), and by the time I remind myself which the breakout button is because there's so many different ones, it's too late (I usually avoid OpenBOR games that utilize all 4 attack buttons because I play on keyboard which makes this setup a little awkward). It's very difficult to avoid jump-attacking enemies as they are very fast (no startup delay) and seem to have generous hitboxes. Jump attacks of my own, whilst sometimes quite useful, seem to result in getting knocked down most of the time because the enemy's basic attacks all have the ability to anti-air (I suggest making the jump bbox on the characters NOT include their legs, which is how most developers get around this issue). The basic combo not knocking enemies down at the end really threw me off too. Never encountered that before. All of this becomes even harder in a crowd and I often find myself grabbing enemies when I'm simply trying to move out of the way, and that temporary moment of freezing in place is all it takes for a zombie to latch on and near insta-kill. And of course then there's Stage 2 where there's sections with a LOT of floor traps but the same amount of enemies to deal with on top of it, so it all gets a bit chaotic. The amount of healing items is generous and appreciated and definitely helps take a little of the stress away, though they're often difficult to get to because of how relentless everything else feels lol.

I actually rage quit on the plant boss because I literally couldn't figure out how to beat it until I watched the playthough above, and they seemed to struggle with it too. Granted, this was partly due to the fact I've not seen that kind of thing done in OpenBOR before (kudos on the creativity!). Most of the time, it knocked me down with it's attack so I can't imagine even if I'd known how to damage it I would've been able to reach it often.

I do apologize for being a bit negative and the last thing I'd want is for this to discourage you, but to reassure you, this stems not from a "this game sucks" mentality, but a "oh this game could be SO GOOD with a few tweaks" one. Like I said, there's hella potential here and I would've just deleted it and not bothered writing this if I didn't think that! These kinds of issues seem to plague a LOT of otherwise good OpenBOR games so I'm a little sensitive and have gotten tired of it whenever it appears at this point, and I personally play beat 'em ups to relieve stress, so when they have the adverse effect I can get a little grumpy about it😅. I'm a huge advocate for "have a hard mode for the hardcores, sure! But don't forget the people who've had bad days and just wanna beat stuff up for fun with no stress!".

I really hope this didn't bum you out at all, and seriously, best of luck with the project! It's a super neat idea.
Oh no need to apologize! I totally hear you! Any feedback is highly welcome because you've done nothing but constructive criticism.

- Pacing has been changed so there won't be too many enemies per group
- Zombies now move slower and cause less damage
- Breakout attack has been changed for all female characters, replacing the knife roll with a roundhouse kick, like in any standard beat em up game
- JUMPDELAY to be added to jumping enemies
- Exclude legs for players during jump attack animation
- Never noticed any player being unable to knockdown an enemy with basic combo, except for Jill sometimes. I'm adjusting her hitbox on attack 3
- For traps in Level 2 I might remove enemies so players can focus on those instead
- I've noticed many players struggle with Plant boss so I've removed all enemies spawning, reduced agression, removed the knockout attack, and now acid splattering has no longer fastattack

I don't know if I've missed something but I think that's it! Again thank you so much for the feeback! Truly appreciate it!
 
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@Chris Monvel
Congratulations for this demo.
I finally had the chance to test the demo.
Eveything is good I think but I have some stuffs to say if it helps.

-the hit sparks/flash is very BOR like, it could be replaced with something custom.
-The pose during hits could be adapted, something like powerful attacks pause longer when they hit etc.
Right now it seems like the enemies almost dont pause/shake when hit, makind the gameplay very stressfull you have to mash freaking fast to ensure them not to move out of a combo chain and fight back.
-The action can be a bit messy like you cannot breathe a moment. I don't know how it could be made better.
-Why not giving the characters actual throws/slams for diversity and for the sake of "defending yourself" when you grab someone and someone attacks you in the back. (some characters like Ada have great ones in their Melee attacks in some RE games...) Actually giving them 2 throws would give a great customisation to gameplay.
-Some animations like to ones of Krauser are way too fast. Feel like 10 frames of kick are displayed in 12miliseconds...

Again, I like the game, these things could be upgraded.
I really need to feel like why I used any or another character to play, not just the appearance or weapons.
 
The action can be a bit messy like you cannot breathe a moment. I don't know how it could be made better.
I recommend adjusting grouping and spawn, I like seeing enemies grouped in a way where they play off each other.
Melee supported by range attacks kind of thing.
Some games work having a ton of enemies on screen while others don't.
When looking at those levels, AVP has some nice levels that would fit here.
This type of game is hard to make when looking at all that needs to be taken into account. I commend the attempt. RE4 was my game, wish I could use Krauser in the main campaign back in the day.
Here is a few titles that you should look into.
Cadillacs and dinosaurs, AVP, Armored warriors and Dungeons and Dragons-Tower of Doom.
These games mix melee and range combat pretty well along with grouping, menus...etc.
 
First official release of my fan game Resident Evil: Survive, featuring content based on Resident Evil and Resident Evil 0.
- Playable Characters: Jill Valentine, Chris Redfield, Rebecca Chambers, Barry Burton, Billy Coen, Albert Wesker
- 3 Levels based on Resident Evil
- 3 Levels based on Resident Evil 0
- 4 Survival levels
- Character Viewer

 
First official release of my fan game Resident Evil: Survive, featuring content based on Resident Evil and Resident Evil 0.
- Playable Characters: Jill Valentine, Chris Redfield, Rebecca Chambers, Barry Burton, Billy Coen, Albert Wesker
- 3 Levels based on Resident Evil
- 3 Levels based on Resident Evil 0
- 4 Survival levels
- Character Viewer

Congratz!
I suppose RE3 Jill will be added later?
 
Hey man. The file is corrupt after redownloading, and I can't play it. Could you please reupload it?
 
I've tested it and it works perfectly!
I started to use a different browser, and I can confirm that the download works perfectly as you said. I also went back to this browser now and yes, it also works. I don't know why my Antivirus detected it as a virus with my current browser, but later, it's all good. So no worries. ☺️

If DC notices I use this browser, he'd be like, "WTF. Why are you still using that?". LOL I admit I became afraid of using my previous browser after my HD died a couple of years ago. Sooner or later, I'll go back to use it.
 
SO I gave this a shot, and it's pretty cool, though I do have a few personal critiques.

The biggest issue for me is that the pistol shots feel almost useless. Using ammo for heavy weapons is far more efficient, which takes away from the variety of the gunplay. If possible, introducing two separate ammo gauges and drops would help balance this and make the gunplay feel a lot better. Seperate the resources.

Another issue I have is with the pace of the game. It's almost too fast, which reduces the impact of attacks and makes everything feel floaty. There should be more weight to attacks. I understand that some players enjoy a faster pace, but personally, I prefer hits to feel more meaty. Additionally, there are ways to cheese encounters, especially with the slide attack. While the damage is low, it feels exploitable, as do dash jump attacks with certain characters.

On to the smaller details: I wish Jill’s running dash attack tackle covered more distance. Right now, Claire can easily juggle and loop her dash attack, but Jill’s (and Ada’s) feels a bit too short.

Lastly, I’d love to see Ada gain access to her crossbow. It’s such an iconic weapon for her, and it was featured prominently in promotional material for both RE4 and RE6 and she was the only character with access to it. Explosive bolts are SO satisfying.

Really excited to see where this project goes, keep up the good work!
 
Chris Monvel updated Resident Evil: Survive with a new update entry:

Season 2.5


FEATURES:
- Cindy Lennox as playable
- Kevin Ryman as special partner
- Alyssa Ashcroft as special partner
- Mark Wilkings as special partner
- 3 Levels based on Resident Evil Outbreak
- New enemies and bosses
- Character viewer updated
- Improved animation delays
- Improved combat
- More special attacks
- New Patreons credits screen
- Graphic improvements
- Game manual updated

Read the rest of this update entry...
 
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