Thanks a ton for playing! Yeah, this version of the game has some issues with text input, some of which I have now solved and others which I am still working out, but in this version really drag the whole game down. I have already been trying to find ways to make the math and the combat a bit more separate, but still very connected. I am working on a system that will let players have more control over how much time they get to solve problems, while still rewarding players who are already fast and accurate. UX is my first priority because I think that most edutainment games fail to be both entertainment and educational, or in other words give the player a good experience while still teaching them things. It's definitely got a lot of room for growth but I am actually already starting to love what my game has grown into, I think you'd be surprised how much I was able to improve the game by just adding in some difficulty options and better controls, I'm actually trying to make it feel more like Ultrakill lol.
Viewing post in Math and Guns Jam Version jam comments
Its awesome to hear that you are loving the game. Never played Ultrakill but if you want to continue the shooting aspect then maybe you can spawn "numbers" on the map which players can pick up as an input for answers. Maybe this will help UX a bit. Hard to tell. I'm sure you'll figure out something :D
I have considered having the player pick up numbers, or maybe even making it so that you have to hit targets which have numbers connected to them, but I feel like things like that are done too much. I had also considered making the game more RPG like and having a turn based battle system, but another game does that, it's called Prodigy, and a part of the reason I am making this game is to fix the flaws in its design. In prodigy, because players have an infinite amount of time to do a math problem, most of them just cheat and look up the answers instead of putting in the effort to solve it. I want my game to have players not wanting to have to go and cheat to find the answers but rather for them to just do it with a pen or paper, or better yet, do it in their head. I also want the game to eventually be compatible with flashcards so I have to design partially around that too.