Pretty fun! I actually got the end. The enemies feel a bit bullet-spongy. Also I think it would feel better if you could pick up items just by walking into them.
Thanks a lot for beating it. For the damage sponging, I'm wondering if it's related to the fairly severe damage drop-off on most of the weapons. Because if that's the case, then I think it might be a clarity problem or lack of incentive to get close to the enemies. For picking up stuff I'll probably add that as an option, my main worry is people having a gun they like, then accidentally deleting it by walking over a different gun. Probably be handy for health packs, though.
I think the damage dropoff is unnecessary. Not only can you manage enemy distances with level design, but there's also the fact that the weapons have spread, which inherently reduces effectiveness at range. Then there's the fact that some weapons have a limited shot range to begin with. The drop off is just compounding the effect. Consistency in damage is nice!
Comments
Pretty fun! I actually got the end. The enemies feel a bit bullet-spongy. Also I think it would feel better if you could pick up items just by walking into them.
Thanks a lot for beating it.
For the damage sponging, I'm wondering if it's related to the fairly severe damage drop-off on most of the weapons. Because if that's the case, then I think it might be a clarity problem or lack of incentive to get close to the enemies.
For picking up stuff I'll probably add that as an option, my main worry is people having a gun they like, then accidentally deleting it by walking over a different gun. Probably be handy for health packs, though.
I think the damage dropoff is unnecessary. Not only can you manage enemy distances with level design, but there's also the fact that the weapons have spread, which inherently reduces effectiveness at range. Then there's the fact that some weapons have a limited shot range to begin with. The drop off is just compounding the effect. Consistency in damage is nice!