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(1 edit) (+1)

It's very satisfying when you you get a few nice slices (especially the sound effect) but I found the aiming to be very fiddly and unintuitive. It also not clear what the scoring is based on so it feels like a bit of an after-though. That said, the core mechanic is incredibly cool and well implemented.

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I also had a lot of trouble with the aiming. I went through a couple iterations of it. Switching it from x to y to z axis and doing a couple axis as a time. Ultimately I ended up with x and z axis at different values based on the player's current mouse position projected onto a invisible wall behind the scene itself. I feel like metal gear rising and mix and jam's creation of the mechanic is well done. Where they implemented a character outside the mechanic to show visual representation of the cut.
The Scoring is based on the number of cuts required to kill the object. I wanted to implement a way to track the center of mass by calculating the mass of the sliced object against the mass of what is left of the sliced object.  Then scoring that against the whole value of the object and adding a value showing how much points you got from it after you defeat the object. But I was worried about lag and the time limit.