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Thanks for commenting! Getting the three different actions and enemy types down came after like an age of thinking, but from there it was pretty smooth to go from design to implementation. The  second two were specifically designed to combat spamming and force closer attention on the game, and I'm glad that came through! Also thanks for the sound comment, all of the juice came together right at the end but I'm pretty proud of it.

The soldier dog issue is definetely present though. I find when a dog comes just behind a soldier and you're able to take both out in one hit, that can be very satisfying. But the soldier's jumpback in particular can be pretty varied depending on the frame you hit him, meaning that the dog can end up in some pretty inopurtune positions. The last round in particular was designed with that fault in  mind, but can just be impossible if you don't get the perfecting timing at the start. Finding a way to ensure correct spacing between enemies would be a number 1 priority were I to have more time fleshing the game out. Also thanks for the comment about the heart tank bug, I havn't seen that before and I'll look into it.

Thanks again so much for the feedback! Really useful and actionable stuff, and I'm glad you had fun with the game!