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(1 edit)

i really want to love this game since its so cool but i think it it feels just a tiny bit to jank to fully enjoy. i think if you made, the rifle raycast instead of projectile (or just made the projectile really fast and raycasted between the past and present points of the projectile) or made the boss attack a little slower it would go a long way. i gotta say the visuals are truly awesome especially for a game jam and i think the vibe and atmosphere were done beautifully. i think with a little tweaking and polishing this would have a lot of potential, despite the fiew issues i mentioned this was one of the cooler experiences of the jam and the scope of the project is truly impressive. keep up the great work!!

edit: we went for a similar thing with the cards and i gotta say i like the way you implemented it more, super neat!

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Thanks for playing and for the feedback.

The gun logic was originally raycast but eventually changed because of some bugs, turning up projectile speed would've gone a long way. Ran out of time to fix so many known bugs that could've removed lots of jank. Happy to hear you liked the concept though, but execution should have been a lot better. Definitely gotta check out your game, sounds challenging

yea we are in a similar boat with the jank. to many problems not enough time lol, definitely needed to playtest ours a bit more. btw, as i said in the other comment section. i think your game is super cool and if you continue it let me know. i think if you had time to smooth out some of the kinks it would be one of my favorite games in the jam :

(+1)

The original game idea has 2 more bosses and many more ailments, but obviously time was the enemy, so expanding it to that scale post jam is def on the card. Really liked your game btw, great interpretation of the theme. I could easily play a bigger version, especially grinding some runs on my phone during downtime