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(+1)

I like the concept and the ramp up of the missions!

Maybe it is because I played on the keyboard but pressing sideways turned the character around real quick, which made aiming a bit harder.

Overall, I think a little more polish on the player feedback (hitting and getting hit) would help sell the impact more!

(+1)

Thank you! This is valuable feedback. As several people have hinted at, the controls are really bad. Ideally you shouldn't have to steer the character like a tank. I think aiming with the mouse would have been better.

I agree about getting feedback from combat too. I was a bit rushed for time because I spent the entire third day doing a run animation in Blender. Next time I make a game I'll take combat feedback into account (and I won't have to re-learn the whole 3D animation process!)