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(1 edit) (+2)

I liked the visuals for sure, but I definitely felt it was hard to control the player and the camera. The camera would often go inside buildings and underground making it difficult to move to another position to relocate since the location was blocked by buildings. Maybe implementing WASD for movement would help?

I also encountered enemies that would shoot me through buildings, at first I thought that I was getting shot by a person inside the building, but actually it was just an enemy on the other side. I also found it weird I could shoot back at the enemy through the building. Maybe you could try implementing a line of sight that first checks if the enemy can see the player. That way both the player and the enemy can see each other before combat commences.

I found that you can also pickup items from far away. Whilst that is great, I feel it would be more immersive if you made the player go to the item location first and pick it up that way. 

I know you said that having the player shot immediately is a design choice, but I was initially confused when I started the game, since I thought I was the one doing the shooting. I quickly found out that wasn't the case though. Haha.

Thanks,  I've implemented a clamp on the vertical axis of the camera now, I'm just unit testing it before doing another build.
I might do the fix for "pickup items from far away" today also because that really needs a nerf.

Making the gameobject static should prevent the shoot through walls and I did a quick test a week ago but it didnt work, maybe I need rigidbody also. I was rushing and didn't experiment enough. Will be fixing it, but I thought for the jam people might have fun with it anyway :)

Definitely going to have a play with WASD also.

I want to keep the player being shot moment just for the fun of it :)
Hopefully people don't find it to be a showstopper, its kinda progression like in the cycling game in this Jam.