Thanks everybody, glad it's (mostly) well-received so far

It looks like some of the stuff that's being mentioned (teleporters, picking up stuff with the open key, the shotgun's functionality, etc.) are just design choices that I liked and I'm (unfortunately) the odd man out. Since I like them, though, I don't intend to change them.
Fox, on 21 October 2012 - 09:05 AM, said:
- The gameplay is counterintuitive. You must press open to pick-up items, all medkits works like inventory, you don't change weapon when run out of ammo, etc;
I'm not sure what you're talking about with the medikits. The largest health pickup is an inventory item, but it was like that in DN3D too, and the rest of them heal on pickup. Sure you're not confusing those with the pickups in CrackDown?
As for the auto-change on weapons, weapon-switching is something I struggle with a lot. Every time I redraw a new set of weapons, I end up getting this host of retarded glitches and bugs that I can never completely iron out, and it looks like this is just the newest thing. I'll look into it. It may be an accidental byproduct of my attempt to fix my
last glitch with weapon switching.
Fox, on 21 October 2012 - 09:05 AM, said:
- Running speed feels too slow
I didn't change anything about the running speed. Long as you don't wind yourself, you walk (and run) as quickly as you did in DN3D.
Fox, on 21 October 2012 - 09:05 AM, said:
- The quick seems too weak, or at least annoying to use;
It always bothered me how you'd quick kick in DN3D, ie you're pretty much kicking while running and quite possibly blowing holes through your thigh. Lowering your weapon to do the quick kick was just a way of addressing that. It's already stronger than the quickkick in DN3D, but I suppose I can put a bit more 'umf' behind it to help compensate for the longer time involved. TBH I didn't really thing it'd be that big of a deal.
Fox, on 21 October 2012 - 09:05 AM, said:
- There should have at least a clue that you must quick that door to open it (perhaps something like a footprint mark on it would work out), and that it needs multiple quicks doesn't help it out;
The message was supposed to be the clue, though I'll concede it could be made a bit more clear. Maybe I'll make an icon for it or something.
Fox, on 21 October 2012 - 09:05 AM, said:
- Particularly I did not enjoy so many blocked ways;
Just me not thinking far enough ahead in terms of how I'm designing levels, then going back and blocking shit off to keep the progression in tact. It's terrible, I know.
MetHy, on 21 October 2012 - 08:02 AM, said:
Also I got a glitch in the last room with a viewscreen (the room where you can unlock the exit). I pressed the switch and then I couldn't get out of the room (the door wouldn't work anymore?); then when I looked at the viewscreen again I could not exit it and I was stuck.
That's...really disturbing. I got a similiar remark during the beta, but I couldn't reproduce it (and still can't). There's a few things I can think to add into the code, though, that might prevent something like that. Thanks though, I'm glad you liked it. Geoffrey design is good