Autonomous Zero was made by Vortex Studios™: Team Rogue Studios Team™: 2016-2018
Welcome to a Titanfall esque Half-life World
A two and a half minute play through isn't really a teaser. A teaser is supposed to tease a finished product, like what they did for Metroid Prime 4, just a quick little thing to tease at the release of a product. Then there is a trailer, which exists to show just enough of the product to get people interested in the story, but not give it away, like the most recent trailer for Red Dead 2. Just letting you know.
Really, I'd like to see a finished product in one or two screenshots rather than something that looks like it was thrown together in a single afternoon for two and a half minutes.
Regarding the content itself, I notice almost the entirety of the time you are standing in one place and shooting at distant combine. It may be a good idea to tailor the map so that the combat feels more dynamic and interesting. This can be done with sudden narrowing of the space (pinch points), different levels of platforms so they can shoot down on you, different enemy types (snipers maybe for large open spaces), or just adding more pathways through. Maybe the player needs to ascend the icy canyon walls on a rickety scaffolding system that's prone to collapse; or possibly there is a door that they must open, but to do so they have to fight through a narrow corridor inside the walls, then escape through the vents.
What I'm getting at right now is that the current game play is: Walk into big open space with some trees, stand and shoot enemies. That's not the most interesting way to do things. I'm not saying this to talk down on you or make you feel bad, I love to see that you're having fun playing with level design, I'm merely trying to help you improve.
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