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This game is like a raw edgy Worms but in a good way. Definitely want more of it!

  • I'm not a big fan of the inverse aiming- once or twice I ended up clicking outside of the window trying to get the right angle.
  • Some of the projectiles having fuck hueg movement sprites was frustrating to deal with, but if it were at least consistent it wouldn't be as bad.
  • It wasn't clear what order the militia members would be going. Like the teams would have the same order until they weren't (and this was before any deaths occurred).
  • Once or twice there were some funky bounces around the buildings.
  • If you restarted the game before any bullets expired, they continued in the new game. Got hit before anyone took a turn lol.
  • The music is awesome and fitting.
  • I want more maps and characters!
  • Echoing the other guy in that the sketch drawings would be more SOVL than the current sprites.

Hey thank you for playing and taking the time to draft such a detailed response! The feedback goes a long way towards ironing out the kinks. Here are some responses I have for you:

  • The good news is this morning I put out an update that definitively fixes the issue of bullets remaining in play upon starting a new game.
  • So the way the turn order works is that there is a "Turn Queue" that determines the order in which militants are activated. It is determined once per game upon starting a new game and remains constant throughout the game. When militants die, they remain in the turn queue but are simply skipped. HOWEVER, the turn order will be randomized each game, so that players don't settle too into a particular strategy. I'm a big fan of unpredictability, but friends have suggested I incorporate some sort of mechanics around fucking with the turn queue into the Hacker class (extra turns, reshuffling the turn queue, illuminating what order militants will activate in).
  • I've been struggling with godot's physics engine the entire time I've been making this game. The collisions are janky as fuck, I get embarassed when I see that fuck shit happening during a playtest. IDK how to resolve such issues yet but it is something I'm actively researching.
  • Your comment about the projectiles being too big rings true, but there is a gameplay purpose behind it. I think a good compromise would be to show a "ghost" of the pojectile during aiming to indicate how big it will be and where it will spawn from to give players a chance to reconsider their shot.


And then there's something I wanted to think out loud about. The complaints about inverse aiming have come up before (twice already in these comments) but I don't understand how to implement point-and-click aiming without compromising a core design goal of this game: friendly fire is very funny. This game is both a strategy game and a shooter, I want to preserve the strategy element that exists as positioning your militia, reward players who are better at aiming than their opponent, and ensure every shot remains exciting by having a very volatile battlefield where you have to work against yourself almost as much as you're working against your opponent. These militants aren't call of duty heroes, they're people, and people are messy and dumb in war.  

With point-and-click, the only way I can think to preserve this chaotic element would be to introduce some rng to the bullet spread, which would totally fuck the Sniper class. Idek, I don't want to say I'm dismissing the issue, but it's one I've been grappling with for a long time.

Anyway, thanks for the love, and considering leaving a comment on the game page if you have the time. I'll check out your game rn!