@aboogoost Glad you liked the overall game, despite the issues.
The controls combined with the map and enemies, yes, are somewhat problematic. We were on a rush, and didn't have time to properly test the game. It feels as if the issue is due mainly to the speed and behaviour of the enemies, however.
As for the movement you mention, it's actually quite similar to an on-rails system, which is quite common among the games that inspired the original idea (Killer7, House of the Dead) The small building with narrow rooms, however, had to do because we ran into issues getting most of the animations and models properly into the game (But Scout and I finally solved it!) so sadly, actualy game execution and polish does feel lackluster
@fosf0 Haha, the controls admitedly can be awkward, which was expected from such an unconventional system. The goal was to merge together the controls of Resident Evil 1 to 4 with that of on rail lightgun shooters of the arcade era. We'd need way more time to properly polish them along other variables. And thanks for the compliment... I worked nonstop to make sure every model looked somewhat ok for LD standards, mesh, texture, animation and all!
And the clipping... Yes, sadly we had a single coder who was already overworked by the project. Issues like that were bound to happen, but we decided to focus on making the game somewhat work.
All in all, the game is intended to be more of a gameplay experiment, the way thought of it while working. I really wanted to see if the controls in Vain Vullet could work.
Anyways, i do appreciate the feedback. More linear stage design would absolutely benefit the game's pace without having to sacrifice the movement. Thank you for your opinion on our game!