STRAFE is out Tuesday May 9, 1996

it’s looking really good! I hope that last delay was worth it!

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I’ve wanted to play this video game for a while! I hope it’s good too. I would love an FPS roguelike to be good.

Wow, yeah, it looks like it finally got the physicality it needed. Count me as excited.

I’m glad for this since Quake has gone multiplayer only

I think I played this at PAX

They had a Model M set up with a CRT

It was pretty neat, the game felt pretty much Quake 2

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really? the interesting thing about quake 2 is how much delay there was between your input and something happening because they animated very long firing animations for most of the weapons.

what he meant to say was that it feels like tulpa is a pedant

It was a genuine question

I’d be interested if anyone took that kinda high latency fps play and did a modern incarnation of it.

(I think part of what made quake 2 multi so fun in dial-up modem days was that the weapon latency disguised general netcode lag pretty well)

yeah I was being facetious, that’s actually interesting! Q2 was definitely the FPS I played the most over dialup

the qw netcode was a massive achievement
i’m usually quick to sneer at nostalgia pandering but between this and sonic mania i guess there’s a bunch of that stuff for me this year

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I also felt that Quake 2 was a weird comparison because I remember it being kind of sluggish compared to 1 or 3

It’s an interesting game, though, so I wouldn’t mind if devs took a shot at it.

Eurogamer gave this a middling review because they could not get over how bad the guns sound

At least that’s patchable

They look and sound pretty bad, I thought that was why they delayed it.

so I just gave this a shot before work and I like it a lot. made it to the third level (end of the first spelunky zone) and unlocked the double jump on my first run! so that seems like pretty fair difficulty to me.

some comments:

  • the initial firing does lack oomph a little bit, it’s partly a balance thing (as I found out when I got nailgun upgrades later) but could definitely be fixed with sound design

  • the tutorial video is wonderful

  • I think the environmental/fall damage is too high

  • it’s actually very effective at what it tries to do; no hitscan weapons, good boxy levels, etc.

so far I’m a fan!

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It’s not just weapons that sound terrible, sound design as a whole is pretty much nonexistent here (outside of aggressive, but forgettable tunes playing as loud as possible). Hell, most enemies don’t make any sound, no matter if they run at you from some side corridor, jump from a thirty foot high ceiling or are unleashed at you from some previously unseen trapdoor behind your back. For a game that wears its Doom inspirations on its sleeve, it’s embarassing.

Dunno, between weird crafting system (scrap currency is extremely hard to notice and unfun to collect, the decision to place shops within the levels forces me to backtrack too often and slows down the pace), AI problems (those blue blaster guys really like to freeze in place), forgettable visual identity (they don’t even have memorable reload animations, just your gun disappearing offscreen for a second) and some downright boring procgen levels (no flow, extremely conservative playstyle being the correct option 99% of the time), I feel Strafe is just… sloppy. Gonna check back after a few patches, but I am really not sure if the developers appreciate oldschool shooters the same way that I do.

Also, I can’t help but see standard enemies as blobby Emils.

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Man, pace breaking crafting and weapons with no crunch…

They really shouldn’t have skipped Vlambeer class

i’m watching a video of it right now and like, that music is fucking LOUD

meaning they have absolutely no room to do anything with the rest of the sounds and the sound design really suffers

like, the least they could do is duck the music slightly when guns go off but it sounds like the implementation is literally just “play a sound when you fire a gun that’s it”

and the sounds themselves seem like they’re pulled straight out of the sample library with no layering whatsoever! all you need to do is add a thump and some impact sfx and you have a passable shotgun sound

it just sounds super basic

I’ve designed gun sounds for mobile games that have more punch than these :frowning:

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yeah this is kind of bad you’re right

my third run was already almost fresh out of enthusiasm

damn it, i wanted this to be good