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Cool entry!

I liked all the 2D art and animations you made. Spinning the cannon to change the direction you are attacking in is a cool concept!

The mixed use of 2D and 3D assets do not complement each other well here. It is incredibly hard to tell when I am going to hit a wall and be teleported to the center of the room. It was also hard to tell where the boss' projectiles are since 2-dimensional things are a flat line from the side view. After finally figuring out the first boss can actually be defeated, I had high hopes for defeating the second boss. The second I saw that guy doing constant 360 movement, I had to resign.

Overall, the game's character and concept are there but it needs more playtesting and refinement. Good job on getting this submitted on time! It is an accomplishment just to finish a project.

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I think in full-full version of Hatgame all projectiles will be in 3D.

(then I will also fix the movement from the walls in the full version)

Also, what did you mean by difficult to define in 3D space?


(1 edit)

Here is an example of what I'm talking about: 

This is your projectile. The square is your 2D sprite. The wireframe is your collider (invisible in game).

As you can probably see (or not see) the side view makes the object completely invisible to the renderer while the collider still has full volume. This means that the player can get hit by invisible things. I hope this makes the problem more clear!

(+1)

I understand it at first time.

but thanks