I didn't have time to play Hidden Asset yet. You know work, books, other games. But now it's time to test it a little. Especially when combat is improved a little... or maybe I just learned how to use it.
Of course I've got my own (different) point of view how games should works so I will complain... I mean I'll have some constructive suggestions and ideas how to improve the game. I'm not native English speaker/writer so please don't jump to conclusion when something will look "aggressive" in my writings and take correction for my simple English.
I will play and write what I think about this demo. So, here it goes:
1) Menu and keyboardAfter starting the game or when user hit Esc key (while playing) Menu buttons are available by mouse only. Arrow keys are not working. There could be shortcuts like:
- "n" for "New Game"
- "r" for "Resume Game"
- "l" for "Load Game"
- "o" for "Options"
- "c" for "Credits"
- "q" for "Quit"/"Quit Game"
- "h" for help
- "y" for "Yes" (when e.g. asked for overwrite save game slot)
- "n" for "No" (like above)
In "Ascii Sector" help (key bindings) was available under "h" key during gameplay. I propose to change "FPS" and other technical detail to F11 or F12 and keep F1 key for help.
Altogether the game could be more "keyboard friendly".
[BUG]Numeric pad doesn't work - I can't use second Enter key... but I can use numbers (at locked doors on 2nd floor). "0" key (for "Zoom reset") on numpad doesn't work either.
[BUG]"+" key (not on numpad) doesn't work at all. I can use "-" key and "0" but not "+".
[BUG]Polish specific letters:
https://en.wikipedia.org/wiki/Polish_alphabet... can't be used while naming game save slots.
IMHO the game should accept (typing) all languages with alphabets based on Latin with their diacritic letters.
"Quit Game" during gameplay should be "Quit to Main Menu" (or just "Main Menu" if there is no space for more letter) because in Main Menu there is "Quit" again. Besides it means quitting the game to desktop (closing game's window). Right?
2) Save game systemThere are no shortcuts for saving/loading (like e.g. Ctrl+s / Ctrl+l) or at least quick save/load (F5 / F9). If for saves there are 10 slots only then "quick save" should be separate.
On the other hand it could be problematic to implement "quick save" without changing save/load window. How about "unlimited" list of saves? But then how the game will deal with som big amount of saves on the list (in folder)?
If 10 slots system for saves must remain then I propose to make "F5" shortcut to "Select Save Slot" window and "F9" to "Select Game To Load" window.
When user is trying to make save game and clicks a slot and then changes decision (hit Esc) then save game is made yet (slot will be taken) but without description (or without changing description when overwriting). IMHO hitting Esc shouldn't make any save.
3) Unable to move character "behind" doors/objectsIf I want to move player character (PC) to some place but near some "double active object" (like double doors) I can't because cursor is changing from "walking" to "interact" behind one door.
I know I can change (rotate) view but doing such think just to walk/sneak one tile can be annoying.
How about forcing walking mode (temporarily disabling "interact" function) when holding e.g. "Shift" key?
It's easy to click NPC instead of floor tile. "Shift" (forcing walk mode) could help avoid such mix-up.
4) Taking itemsTo take item and place it in inventory player must drag it. Why not double-click to take it directly to inventory? And click&drag could be choice to move item to inventory or to equipment slots.
But when item (like pistol) is on a ground/floor then one click moves it directly to the inventory.
5) Information about environment/surroundingsBoth first Fallout games allowed to take information about world by right click: "This is wall", "This is goo" and so on.
How about similar thing here? Click on some NPC to check his/her info: "Big guy is holding metal bat", "Skinny girl has sharp razor", "Suit-man has concealed gun holster" and so on.
Information for every object not just for items/characters related to (active) task/mission. E.g. poster on the wall in some room could be hint where to find another clue. Or just for fun...
6) Talking to NPCsPlayer can't choose to talk to some NPC and only available option is to attack them. How about some talk first? E.g. to provoke opponent to force him/her to make first move (attack) or threat civilians (forcing them to talk or just run).
The same for civilians in "combat area". Only available option is to attack.
PC shouldn't talk to NPCs in other rooms, areas or when they just too far to hear PC.
7) Fight/Combat modeMaybe it's matter of practice to use RMB only but at the beginning I was trying to use RMB for blocking and LMB for attacking. IMHO when combat is active then one button use is a little bit misleading.
Besides, personally I prefer turn based combat gameplay.
8 ) NPC's perceptionDisco girl can see dead body. Body hidden in a dark room, behind wall. She can see it when her eyes are "attacked" by strong blinking disco lights. IMHO it's wrong. NPC in such situation shouldn't have such "great" perception.
On second mission security guard (1st floor, near elevator) can see through wall - when he is behind first wall tile (on his way to an elevator) he still can see PC searching drawer. When he's walking to the door he can't see PC searching drawer until he will turn.
9) Using pistolPC can't use pistol while in close range combat. Even while sneaking from behind.
Shooting to moving target is very hard. It's not based on PC's skills but player's reactions. Personally I prefer turn based combat like in "Ascii Sector", Fallout 1&2, XCOM.
10) More the same itemsPC can't take more then one pistol. OK, let's not make PC another mule with space for 100 assault rifles. But what with ammo? Is it unlimited?
On the other hand weapon is valuable item. Taking one more (small) gun shouldn't be a problem. Well, maybe it can rise a little risk that carrying concealed weapon will be not 100 percent successful (I mean somebody could see e.g. another gun in "a pocket").
And PC could have option to sell (surplus) items. Or drop somewhere to make diversion. Or plant at dead body to make it look like dead assassin.
11) BloodNot all kills are causing big blood puddle. Melee combat with hands/legs/batons shouldn't leave big blood puddle.
Shooting could (in some cases) leave blood in surroundings (e.g. walls, windows). Bigger gun means bigger bloody mess.
12) Carrying dead bodiesTaking dead body when there is a lot of blood should make PC dirty (blood stains). PC with such "blood dirt" shouldn't just walk like "innocent". They should alert civilians, security and cops.
Moving (dragging on a floor) dead body should leave "blood path". Putting dead body on a floor to e.g. open locked door should leave some blood either.
13) Stun NPCSo far I didn't find option to stun NPC (non-lethally take down). "Deus Ex: Human Revolution" has brilliant solution for this - player can disable NPC without killing in close combat: suppression using hands in close combat or using stun gun. Or stunrod like in "Ascii Sector"...
How about adding such option here? If Asset has a target to kill it doesn't mean he should leave blood track behind.
Not all fistfights should end with death of opponent. NPC could be just unconscious. It could be disadvantage sometime because e.g. security could wake up and e.g. set up the alarm or attack PC again.
Maybe some rope or cable ties (zap straps) to make sure stunned person will not move. And something to keep them silent if they'll wake up.
14) Statistics, skills, perks, classesWe know nothing about PC. Will have Hidden Assets some RPG elements? Will be there options for develop player's character?
With or without classes? Without classes developing character could relay on player's doings - it will be not possible to develop sniper skills whit melee only combat.
Is asset max skilled since the beginning of the game?
15) Surroundings soundMusic at disco is so annoying that I wanted to shoot DJ first... ;-)
Sound of driving car is like ocean's waves.
The bigger city means more cars sounds like horn, ambulance siren, fire truck siren, police car siren (not related to Asset's activity).
People are talking, yelling or screaming sometimes. I understand limitation of demo version... and indie game.
16) Inventory, journal etc.There could be journal menu with (detailed) information about past and present tasks.
Separate inventory view for better information about carried items.
Some kind of "assetpedia" with gathered information about HA world (vital NPCs, institution/organizations, important history events etc.)
17) Remote controlTo activate some device for remote control (e.g. power switch) player must click icon on far left part of screen. It's a long way for mouse pointer and requires precession... to go back to exactly the same place where it was before. This place can be vital for quick move of PC and it's easy to lost it when moving mouse. How about shortcut for quick enable/disable remote control? It could be "r". Yes, I know. It's "restart location" right now but IMHO such important thing like "restart" shouldn't be on keyboard near other often used keys.
If it is possible to have more then one remote control then maybe player could use combinations like "Alt+[digit]" or "Shit+[digit]"?
How many times it is possible to use remote (Electric Power Override)? Right now PC can use it more than once. I've installed remote on some electrical thing at first floor to get attention of security guard to easily sneak behind him towards elevator.
When I was on 2nd floor... I just removed remote and I was able to install/mount it again on another electric device (here: copier machine). Amazing! What kind of magic is it...? ;-) OK! Let's assume technicians have remote radio access to every electric devices and Asset must only "synchronize frequency" manually when in close range.
18) Monitoring/SurveillanceWhy there is no monitoring (CCTV) inside of company/corporate buildings? It's one of basic security measurements. They should be inside and outside of buildings.
Nowadays there are more and more surveillance cameras on streets (Hello, London!). Why not put them in the game? It could be another "risk factor" which need to be avoid while walking on street before and after action.
19) TeamHow about gathering a team? I mean one asset could hire e.g. technicians to disable monitoring. Or driver with car to quickly drive away. Or hot babe to steal e.g. ID card from a man in bar and so on...
20) MultiplayerIf somewhere is team there could be co-op. Personally I don't like multiplayer in any form but many users are crazy about this so it could rise sell. I understand it requires a lot of work and can be rally hard for one developer who's making indie game.
21) ScreenshotHow to make screenshot? I mean without 3rd-party software. OS "PrintScreen" function gives black screen.
22) Split screen [BUG]When I'll zoom out (with "-" or mouse scroll) then from 2nd step I can see split screen on right side - 1/5 (20%) of screen shows what is on left part of screen.
I'm playing in Full Screen mode (1920x1080). I've changed resolution to 1600x900 (windowed mode) and split screen disappeared. Strange thing is when I switched to Full Screen mode again... it was fixed (didn't appeared again when zooming out). After restart and loading save all was correct. Strange. That's why I tried to make screenshot.
23) Different weapons typesI propose to add different types of weapons. There is a pistol without or with silencer. What cartridge? Because it could matter in the game:
- .22 is weak but has big chance it will not go through body so there will be no blood stains on a wall/glass,
- 9 mm is stronger but louder and can penetrate body and make blood stains in surroundings,
- .45 is stronger and can do big bloody mess but it's subsonic so when used with silencer it will cause much less noise then other types.
HA-HA! It's done. 100% Stealth and 7/7 intel in first playthrough (without going back to Arms Dealer). With 2 killed security guards unfortunately (or "only"). That's why I'd like to have e.g. stun gun - to avoid unnecessary casualties.
Great job so far. Thank you! But needs more development and polishing. Keep up good work.

BTW If you want me to test specific behavior in the game then write it please. I don't have much time for making many different test.