>>15911399
>>DUSKMARE is a meme mode
Nigga, you'd be surprised how legit it actually is and how things change when you die in one hit. Insects, Scarecrow Men, Wendigos, Ascended Cultists, and those Orbs who shoot a zillion projectiles per second in random directions become major high-priority threats when you don't have tons of health to fall back on. You have to git gud at dodging through powersliding and learn to kill enemies before they come at you, and learn how to parry back homing bullets with your sickles. I'd love to see you just try and make the case that you can circlestrafe around enemies indefinitely in every single level.
Here's something to consider, how many first-person shooters actually have one-hit-KO modes, or even reliably allow you to complete levels without taking a single hit? DUSKMARE with Intruder Mode enabled so you can't trivialize initial encounters with weapons you carried over from previous levels is definitely the way it's meant to be played.
>enemies are pretty basic
How so? Compared to what? Doom? Duke? Blood? Because if you want more enemies with more complex AI in this style of FPS, then you have no idea why the level design is the way it is in the older game and why the level design is the way it is in games like FEAR and nuDoom where enemy AI involves more than walking up to the player and attacking at fixed intervals.
The problem with DUSK's enemies is more that there's too much functional overlap, and that the more interesting enemies are only reserved for later episodes which doesn't give them enough time for them to be explored to their fullest potential.
>strafe run and strafe jump past everything and make them fight eachother
If you complete a level without killing any enemy (yourself), you can get a Pacifist medal. You can even skip some bosses to get a Pacifist medal, and in the more extreme cases some bosses don't exactly die by your hand to still allow for "pacifism". Which is probably why you can run past a lot of enemies.
>the entire game is a refence to older shooters instead of just being its own thing
I don't really know of a retro shooter which utilized geometrical and gravity fuckery in a way 2.5D engines simply couldn't allow and Quake didn't do, I don't really know of a retro shooter where the progression of levels per episode actually feels like somewhat coherent like it's part of a greater journey rather than levels being ordered at what feels like complete random, I don't really know of a retro shooter which lets you climb every wall, and I don't really know of a retro shooter where you can actually play each level without taking damage.
This is more or less my personal autism speaking, because I have been wanting to see a different more arcade-like approach to first-person shooters for ages only for the remotely 'good' first-person shooters only being Doom/Quake clones of some kind, making it feel like there's tons of untapped potential in the genre, so I managed to develop an eye for how these retro shooters differ in gameplay and level design just to see which one actually breaks the mold. DUSK is the only one of them which deserves being called a 'bullet hell FPS', people call Serious Sam a bullet hell FPS even though there's always more enemies on screen than bullets, which I never really understood.
DUSK is only just alright and does fall flat in several surfaces, you're just too uninformed or too close-minded to see the actual flaws with it and end up listing some bullshit as a result.
>they also have no reaction to being shot
Are you sure about this? Are you absolutely sure about this? Are you absolutely sure that if I go trawling through all gameplay footage of DUSK, that I won't find a single instance of one enemy in DUSK flinching, being stunned, or physically reacting after being shot?