I was confused as to why I am taking damage despite the bullets clearly showing they’ve hit the ground. But then I realized that it wasn’t a bullet, but rather a grenade from a grenade launcher that had an explosive radius. I eventually figured out that the explosive range can be dodged by moving away diagonally from the grenade. Was the graphics for the explosion not included in time? If there wasn’t much time, then a simple 1 frame fiery sprite would have been enough to show the spaces the explosion was occurring.
For the grenade launcher projectile, perhaps you could have a projector display a shadow graphic under it so it’s easier to tell where it’s going to land. It would behave similar to the round shadow that occurs under Mario in Super Mario 64.
Here’s a Unity tutorial that helped me learn how to accomplish this:
https://www.youtube.com/watch?v=hQcZA3dYGxg
Despite this missing graphical feature, the game is incredibly fun to play. I’ve never played Battle Network, and it's quite fun to have combat in a grid-based setting. The enemies are not too frustrating to fight against, but you’ll certainly get punished if you stand still. I do kind of wish the enemies intensified the closer I got to the criminal instead of having a one static spawn rate + limit.
Some people here don’t like that you can take damage while choosing the option to rewind. I personally feel like this gives you an excuse to kill the enemies so that you can have a moment of peace to activate your powers. However, I can also kind of see the frustration with the menu blocking the whole screen which makes it hard to tell if you’re being attacked or not. Perhaps the rewind should require a short charging period so that the player has an excuse to kill the enemies.
It was kind of hard to tell if I was doing damage to the enemies or not. I did not know what the flashing sprite of the enemies meant. Did the flashing mean they’re invincible or running out of health? I would have preferred if the enemies had a small health bar above their head.