Hello, i find your game to be fun. I like how dodgeable the enemy projectiles are, I also like how you slow down when hit, instead of having a hp bar, but this gets to be a double edged sword. It is a creative outlook on the gameloop, but once a lot of the angry red dudes gang up on you it almost always ends up in a loss. Also, those enemies can shoot through the stone walls. Now, I don't completely understand what the point of pushing the green line is, I suppose it's just for show. Speaking of show I appreciate the attention to detail, the way the shadows move, the subtle camera shake and that player hair thing, but I digress. This poses a problem, because I don't really know how to tip you off on fixing the slowing down thing. Maybe just dial down the enemy range, not the firing range, but I think some angry dudes join the party uninvited, if this is not the case and the enemies are spawned or something, I recommend reducing their quantity. All and all I'd say this is a successful prototype. I don't know if there is more than one type of enemy, because I didn't get all the way through the game, so I can't help with the ending sequence or that said enemy. But well done, I like the music and the sound effects as well, enjoyed the game.
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Wow thanks for the detail. A few things. 1. The green line is is to give you an incentive to move forward. as you push it forward it adds points to your momentum. 2. the enemies shooting through walls is a bug 3. the enemies scale with the game. Certain things scale with hidden timer like the enemies rate of spawn and health and other things scale with player momentum like speed and bullet speed. so when you get slowed down the enemies shots dont laser you but its also impossible to get fast enough to outrun the enemy bullets. but I agree the Enemy AI needs a lot work to make it function well with the main mechanic. As it is its a pretty stock follow and shoot AI from tutorials. Thanks for playing!