Sublevel Zero is a first-person, six-degree-of-freedom roguelike shooter set in a universe where reality is falling apart. Step into the cockpit of a lone gunship and navigate your way through a labyrinth of procedurally-generated 3D levels, puzzles and foes to source valuable ancient artefacts. Descend into a vast underground facility in your mission to loot and craft ancient technology which holds the key to your clan’s survival!
Inspired by gaming classics such as Descent and Forsaken as well as contemporary shooters like Teleglitch, Sublevel Zero’s gravity-defying combat is driven by modern looting and crafting. Battle enemy fighters, surface foes and turrets who strive to halt your progress. Every shot and every decision counts as you navigate each hazard before it is too late. The emphasis is on survival and ammunition is scarce so you will need to strengthen your tactics, adaptability and skill in order to survive enemy encounters. Fly and rotate in all directions while attacking from any angle but you will have to make every shot count, as there are no saves!
Sublevel Zero features a highly stylised lo-fi art style with dynamic chiptune-inspired music by composer Will Bedford creating a fusion between retro and modern elements and bring to life the gameplay experience. The full game will feature Oculus Rift support, so you can experience the high-adrenaline, fast-paced shootouts up close!
Features:
6-DOF Action
Your gunship is free to fly and rotate in all directions. You can attack from any angle, and so can your enemies. Inspired by classics such as Descent and Forsaken, Sublevel Zero’s retro gravity-defying combat is driven by modern looting and crafting.
PROCEDURAL PERMADEATH
No lives. No saves. Fight your way through a different procedurally generated environment every time. Make every shot, every decision count. A wide range of environments stand in your way, from industrial zones to mining caverns. Think on your feet and adapt to each one’s hazards before it’s too late.
VR-enabled
Step into the cockpit of your gunship with the Oculus Rift. Hold onto your lunch as you twist and turn in all directions. Lock onto enemies using positional and head tracking with special weapon types. Interact with the cockpit and map views with flightstick support.
CRAFTING
Collect a wide range of randomly-generated weapons, upgrades and game-changing items. Craft them together to equip your gunship for your play style. Unlock more items and blueprints as you play and keep those unlocks across playthroughs.
good gameplay, fuck all longevity though. same with variety after a while. because of the way the procedurally generated levels work here and enemies being slow as shit, it strongly favors cleaning rooms with high alpha weapons (grenades/railgun) while moving in and out of cover, while having a "kill it with fire" setup (plasmacaster/swarm missiles as a backup if the shit hits the fan.
and there aren't really any alternatives to that strategy imo, because the rarity of repair packs and permadeath mean you have to do most stuff carefully. most weapons like the flamethrower, minigun, laser are fucking useless since they require that you actually put yourself in the line of fire for a prolonged time or even move into a room with several enemies still there, which is a death sentence from level 4 onwards. the loot system is a joke with 90% of the weapons i pick up being simply useless or even worse than what i'm already using, no money/scrapping mechanic in place and don't even get me started on the crafting. yes it's nice to combine stuff, but if the result is even more useless than whatever went in, it's a waste of time.
so yeah, spent a few nice hours with it, but in the end it left me longing for descent 4 with borderlands weapon mechanics.
I just played this for the first time. Why the fuck is ammo such a problem?! I ran out and had to die on the first map. Why so much bloom, I can't see the projectiles. The enemies, at least these starting ones are boring and don't move really.
ammo is rarely a problem as long as you maintain accuracy, pick up drops on time and equip weapons with a decent damage to ammo usage rating or ones like the pulsar that regenerate a bit. except if RNG fucks you sideways and all you get is projectiles for your minigun that's shit or darts for the launcher you don't have
the enemies also don't change much from level to level, they just spit out more damage in nastier ways. instead of silly slow moving robot balls firing slow projectiles, you face silly slow moving robot balls firing fast/homing/shit ton of projectiles. also some turrets/tanks, but there isn't much difference between a slow floating blob and a slow rectangle stuck to the walls or floor.
oh and some ramming thingies and moving mines, but they're either easy to take out from a safe distance or it's usually game over if 2 of them get you in close quarters. and the boss is a fucking spinning circle spewing bloom at you.
all this game did in the end was make me dig out descent 3 and forsaken
Signature/Avatar nuking: none (can be changed in your profile)
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum