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The level of polish here is bonkers for a one week jam! Y'all did a great job overall.

Since you're developing this game beyond the jam, I'll go into more detail about the parts that didn't work for me. The pattern that I fell into during the shootouts was: leave cover, spam left-click to fire all of my shots into the nearest enemy asap, get back into cover, reload. Reloading took longer than the other steps combined, so I spent most of the game sitting behind cover and waiting. However, I don't necessarily think the reload should be shorter! I think there were a few other factors that were pushing me towards playing that way.

First of all, the enemies would usually chill and let me do this, so I didn't feel pressure to try a different strategy. I'd be interested in seeing a version where the enemies flank you, flush you out with dynamite, and/or shoot at your cover to damage it.

Second, it seemed like it took multiple shots to kill each enemy (except for the rat bullets, which seemed to be a 1-hit kill). I could be wrong about that - maybe most of my shots were actually missing - but regardless, it felt easier and more reliable to empty my whole gun, especially because I knew I could safely reload in cover. This took away from the fantasy of being an accurate, coolheaded gunslinger, and it also made the bullet effects less important because my plan was to hit each enemy with everything I've got.

This leads into the last issue I noticed, which is that there wasn't enough incentive to be strategic with the bullets in combat. In the planning phase, there was a bit of strategy (e.g. putting 'lasso' just before 'buckshot). 'But once I was in the thick of it, I didn't think it was worthwhile to wait until I could damage multiple enemies with a single 'arcing' or 'piercing' shot, or hit a fast-moving enemy with the 'ice' shot, or move in close before using 'buckshot'. It was faster and safer to shoot everything at whatever enemy I had a good angle on than to plan each shot out.

Ok, that was a lot of criticism, so I want to stress that I do like the game! I'm looking forward to seeing more of it!

Thank you so much for the feedback, we do greatly appreciate. The critiques you made certainly are valid and will help to take what we have into something so much more! I think it is important to emphasize each bullet you have and make them feel like they matter more, and to me i feel like more needs to be done to make that happen and allow for more dynamic game play.

 As far as the enemies personally i think their behavior does need tweaking and that will be addressed as we develop this further. When developing this i originally used the A* algorithm for pathing which made enemy movement feel much more lively but it had errors that i don't think we were fully able to address by the time we were to submit so i had to fall back on using unity's NavMesh agent to do the job. Is it serviceable? sure, but i feel that there is room for improvement so i appreciate you bringing that to our attention. Perhaps with the time allowed to us we can fully look into a hybrid navmesh agent with A* pathing to get the best of both worlds. Touching further on AI and enemies a bit i had tried to make them more aggressive and i feel like that didn't really work, but that is something that will for sure be looked at when we take this beyond the jam period. I like the suggestions of enemies being able to either flank or flush out the player using explosives, or even destructible environment pieces.



Like i said we appreciate every ounce of criticism that you have given to us and to us that shows to us that you love and care about this enough to provide feedback to make this project the best that it can be! As an art form the only way for things to improve is through critique.