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I got to round 4.

I'm unclear on why would you use cover. I feel like the demo's difficulty didn't leave you with no choice but to dodge. Also, do you not reset the health between rounds because that's how the actual game will be? Aren't you worried about soft-locking the player? Because once you get hit a bit, it's better to just die than proceed to the next round with barely any health.

Reloading makes you unable to stop aiming. I don't think is necesarily a bad decision, like, it's something else you have to keep in mind. But like, in round 3, dodging the witch, plus dodgin the projectiles of the dunces, plus making sure to step back when the dunces got too close, pesonally left me with no more mental power to keep track of ammo, so I generally got smoked. I got to round 4 with 6 health.

An idea would be to reload from neutral. I think that would have made it easier for me, I'd just try to not exceed the bullet limit by feeling it out, go back to moving mode to dodge and reloaded when it was most convenient. I don't know. There're lots of things you could try with the reload system.

I never played the megaman games, and to honest I'm not entirely sold on the battle system itself. But the art does draw my attention.

Hi Fishking, congrats on making it to round 4. In testing, cover would always protect 100% from front view attacks, and around 85% from off angle attacks, but it felt almost to OP so while balancing the game for DD, a clutch decision was made to take reduced damage even from head on attacks. Based on feedback, I'm thinking of having cover give 100% protection at first, and then gradually giving less protection as the cover object is worn down. This might give more incentive to repair the cover object over time.

For the between round sections, you're meant to use the pool points(shown in the upper right corner) to recover health and repair cover objects. Right now I think it's set at 80 per round, it's an arbitrary number and needs more testing to see how it should be set. So battles are meant to become a war of attrition, to see if you can complete them using limited healing resources. For the next demo, I'll give an option to restart battles from round 1 to avoid soft locking.

With reloading I forgot to include instructions that you can reload manually from moving or aiming by pressing R, sorry about that.  Will definitely give increased ammo capacity for the average gun. Also, I'll make sure that you can reload behind cover, with the cover bonus, because.. that just makes sense.

Thanks for the feedback, it was very helpful!