
Explore Melior's military base in Secrets Under Eco; a 3D FPS pure metroidvania experience. Find equipment and fight enemies with unique wall-bouncing combat to escape the building and country that was once called home.
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Languages: English**languages with full audio support
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I admire this game. It was designed by one guy, and a music artist and a handful of voice actors contributed talent to it. It tells the story of a supersoldier who finds himself in the middle of a national, wartime conspiracy. The game itself is a first person shooter, but with a twist: firing your gun doesn't directly harm enemies. Instead, you have to knock them into walls, obstacles, or even yourself to damage them. It's also a Metroidvania, with a bunch of items to discover, an interconnected map, and puzzles to solve. Its story is told through dialogue and finding tape recorders to listen to. The voice acting is actually pretty decent, though one could give the argument it's far from stellar. I thought it did the job well. I played this game because there were no reviews on it on Steam. Wanting to provide an honest review is what kept me going on this game, and the story helped. Because the game is...very undercooked. The visuals, for starters...Low-poly is a good choice. Low barrier to entry, little optimization needed, and less worries for materials and shaders. But execution is crucial, and this misses the mark. The character models are basically all the same, with some minor variations in color, costume, and occasionally limbs. I think this could have been mitigated with textures, but I've done enough 3D work to know UV unwrapping is a chore. The lighting is the worst part of this. Shadows are almost entirely black, and the world is rendered in greyscale except for interactables, enemies, your guns, and color coded doors. It looks fine indoors, but outside it's very hard to see, and sometimes the [i]indoor lighting[/i] borks up and makes things impossible to see, because everything is in shadow. I want to say he was going for a noir- or comic book-style, but that didn't translate well to user experience. The combat mechanic, while definitely unique, and [i]occasionally[/i] making some satisfying moments, was frustrating, especially as enemies got more health pips. Some rooms just weren't built with this mechanic in mind, with barely wide spaces between walls and zero obstacles besides the player. I found out only on the final boss that the auto turret could knock enemies backwards quite a ways away, but they only have five shots with (seemingly?) no way to upgrade it. This made combat a drag, and I just elected to skip past it when I could. There were also a few foibles and stuff that just increased frustration or were just odd. The game would softlock for seemingly no reason if I threw out the minibot at certain points (it happened at least three times). It was hard to tell if activating things worked. Hacking points had no distinction between access levels. Entering a certain area would trigger the same dialogue sequence every single time. The rollermine-like enemies (which I actually kinda liked) would fly towards you if they were locked on and below you. I got stuck in the collision in the room with the stairs after the first save station. And at one point, there were three battery slots in the main building that would unload the batteries if you continued further on. The gamebreaking issues were easily solved with reloading a save, but that shouldn't be the solution. I admire this game, but only to the point of appreciating the effort that went into it. It needed a little more time in the oven, probably some QA testing, a bit of polish on the visuals, and an adjustment to the combat system. Perhaps keep the bouncing mechanic, and reward the player with biobucks and maybe even vending cells if enough are chained together, but allow for more conventional gunplay as well. Also, the puzzle-shielded enemies are too much. Fairly sure an autoturret shield spawned the turret target in a wall somewhere at one point. Best part of the game was the grappling hook, though. That worked pretty much flawlessly.
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Secrets Under Eco'da Melior'un askeri üssünü keşfedin; 3D FPS saf metroidvania deneyimi. Bir zamanlar eviniz olarak adlandırılan binadan ve ülkeden kaçmak için ekipmanı bulun ve benzersiz duvardan zıplayan dövüşlerle düşmanlarla savaşın.
Pretty enjoyable game. Seems like the dev made the game free, but I would definitely be fine with paying "something" for this? (And wish I could) Being a lone dev is hard, and clearly some work and time went into this game. And that is worth something. And I hope the dev isn't discouraged (Hopefully just on summer vacation) My overall experience is fairly positive, but I'll mainly (constructively) discuss some weaknesses, since I think that is more meaningful as feedback. (Just what I feel, maybe I'm wrong about all of it) First, I suspect, the greyscale, low-poly art style\vibe, while serving the story well, and being stylistically fine, combined with the zelda\metroidvania-style "start with nothing and gradually discover ways to expand the map" gameplay (which I LOVE), might result in the beginning coming off as overly barebones, and creating a weaker first impression than perhaps deserved. (I might be explaining this poorly, but essentially, when first starting a new game, immediately, every aspect of the game is simplistic or barebones (on purpose), which is fine individually, but... it happens at the same time, before anything else is introduced. So it's hard to tell what the game will be, or rather "if" it will be more eventually. Making expectations start really low, so people either quit before they get far enough, or just colours the experience somewhat negatively for a while. If that makes sense. I think the UI might also contribute to this first impression, it leaves a bit to be desired, maybe in terms of feedback, but especially visually. But I get that UIs are not typically interesting to design haha) I don't know how to solve this in a good way though. Maybe giving the player a sneak peak of what is to come (world\abilities\etc.) (Not everyone watches trailers) The first unlock shows up very quickly, so does the next one. Which gives an idea what the game will be like. That's great! But it's not quite enough to set any grander expectations. So as a player, especially with the game being free, I was unsure if it was going to turn out that it was some bundled engine demo-level that had been enhanced and expanded on a bit before being published, as sometimes happens. Or if there was a full game with more down the line. Luckily it was the latter :) Obviously, Metroid does it by starting you of with (near) every ability, and then taking it all away. I suspect that might undermine or diminish the original intent in this game though? Maybe? But, if so, there are definitely other ways of teasing things, visually, functionally or... falsely? Is it on the level of something like Supraland or DEPO? Ofc not, but, in general I felt like the game evolved into something more later, it had some good puzzles, some interesting exploration that kept me wanting to explore, and there's a bunch of things to love here. (I think it also has some solid groundwork for something else in the future? If the dev wants to explore the possibility of that. Whether directly in this or in a new game of some sort.) I do understand what some other reviews are saying, but... Ultimately, despite some issues, I don't think there is anything really, really bad anywhere? It's all very fixable stuff IMO. Also, some stuff to be aware off until there is an update: There are a few bugs, mostly minor, but unfortunately one potentially gamebreaking one (You can despawn and permanently loose power cells it seems, and they are of very limited supply. If you think you lost one, backup your save, don't do like me and check again if you really did lose it... by losing another lol) There is also one optional puzzle post-game, that I think might have bugged and become unsolvable for me? Involving some... hands. Or maybe I misunderstood\misremember. (It's been a little bit since I played since I've been hoping to figure out the remaining stuff without replaying, but no luck. Could definitely just be me being dumb though.)
Controls are quite confusing . You can walk, jump or shoot, but you can not walk and jump at the same time . So how do you jump and move forward during jump? Maybe a little better explanation of the controls is in order.
Игра 'Secrets Under Eco' – это увлекательное приключение в мире, где экологическое равновесие находится под угрозой. Сюжет затягивает с первых минут, предлагая раскрыть тайны, скрытые под поверхностью, и отыскать виновника разрушения окружающей среды. Механика игры интуитивно понятна, сочетая в себе элементы детектива и экономического симулятора. Необходимо собирать ресурсы, проводить исследования и взаимодействовать с разными персонажами, каждый из которых имеет свою роль в разворачивающейся драме. Графика выполнена в приятном, мультяшном стиле, создавая атмосферу таинственности и приключения. Особенно радует внимание к деталям окружения и дизайну персонажей. Музыкальное сопровождение отлично дополняет игровой процесс, подчеркивая напряженные моменты и усиливая ощущение погружения в мир игры. Несмотря на кажущуюся простоту, 'Secrets Under Eco' предлагает игроку непростые моральные дилеммы и заставляет задуматься о последствиях своих действий. Решения, принятые во время игры, напрямую влияют на судьбу игрового мира и его обитателей. Единственным минусом можно назвать некоторую однообразность в выполнении определенных задач, но это с лихвой компенсируется захватывающим сюжетом и интересными персонажами. В целом, 'Secrets Under Eco' – это отличная игра, которая заслуживает внимания всех, кто любит приключения, тайны и игры с экологическим подтекстом.
not worth it
☀️
Nice
Lacks of polish but it's good. For a game created by one guy it's a lot. If you can pass over some small issues you'll find an enjoying experience with many interesting and new mechanincs. Could be frustrating in some points, but once you understand how it works it becomes easier. It's a shame to let a project like this die, so I'm here to show support. Also, the game is free so it literally costs nothing to try it (and you should try it)
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