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Thanks!

Yeah, there were a couple of things that I believe broke in the final push (things breaking after trying to do another round) and as mentioned elsewhere the UI/UX not being implemented really for weapons/subweapons. Every one of your concerns is totally valid and is something I would like to fix in the near future when I have time, especially the mouse lock (it annoyed me too, but ran out of time)

Lastly. vertical movement exists because originally we wanted to have terrain and buildings you could fly over along with a more proper fps camera setup, but had to pick and choose along the way which art we had time to make/search for and integrate. There also was intended to be more AI patterns that would focus on staying above you, but it didn't make sense to implement without the AI fully cheating and having unlimited vertical boost...which they have, but doesn't feel as unfair because they aren't utilizing it really themselves. If we had buildings and other scenery though, I think that the vertical boost would have made way more sense.

(+1)

Ah i see. Yes flying through a city and above buildings while meanwhile batteling each other sounds like a dope idea! And would also make the fights much more interesting.