Sep 10, 2017
To the Dev: Sorry if this isn't the right place for this. It's a hodge-podge of my experience playtesting KMF in the best order and detail I can manage. I'd like to thank you for the Steam key and opportunity to do this. I hope this helps. Interface 1. Opening a menu of any kind kills the in-game music until progressing to a new mission. 2. Volume settings are not saved on game exit, which is odd considering loadout selections persist between game sessions. 3. There is no in-game option for mouse sensitivity. 4. There is a working FOV slider. Credit where it's due. 5. Mission objectives are not obvious. I can't tell if this is because objectives haven't been implemented yet, but whenever I run a mission, I'm never sure where I'm supposed to go or what I'm supposed to do beyond shooting enemies, which seems self-evident. If that *is* the goal, I feel that it should be made more clear that the objective is to get points by killing enemies in certain ways. Performance 1. My graphics card (AMD Radeon HD 7700) was not capable of running Killing, My Friend on anything higher than low settings across the board without severe, even single-digit, framerate issues. 2. Launching missions from the tutorial crashes the game. Gameplay 1. The controls feel like they have an inertia behind them. I'll move my mouse to where I want to aim, but my crosshair will keep moving after I've stopped. Controls also feel excessively slow to respond with at least a second's worth of perceived delay between me moving my mouse and the game responding, which I believe is a performance issue. Strange, given that my PC is capable of running most current releases on at least mid-high quality. 2. Several times when performing a stunt I would get stuck in the floor. 3. Knives thrown by enemies hit the floor and continue their thrown animation/sound indefinitely. 4. The aggro state of enemies isn't obvious, meaning stealth weapons feel underpowered or useless, especially given that most enemies seem to aggro immediately almost regardless of positioning or distance. I suggest making enemies' aggro states more obvious, possibly with "alert" standing animations or minimap icons. 5. The bandolier is insanely powerful compared to the alternative options. 6. Some secondary pistols feel like direct upgrades to each other because of increased power with other stats being identical. 7. I can always one-shot basic enemies with a pistol, which lessens the difference between them as they have the same effective power 90% of the time.