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This is a really neat idea, I like how your two attackers are kinda floating along with you and not rigid. The idea of being able to pull resources towards you is also pretty cool, and being able to switch directions for the firing really adds an extra layer of thinking and strategy, though Im not sure i love Ctrl being the button for it (might be cause Im on a mac)

The one thing that I wish it had was some way to tell when you were running out of bullets - It took me a while to realize there was ammo of some kinda (and im still not sure if its ammo or a cooldown).

Also, I must say our games are really very similar in concept - moving around a circle and firing projectiles. I even have a typo in my controls as well lol. Makes me feel a sense of camaraderie between our game dev brains :D

(+1)

Thank you! We loved the idea of having a semi controlled chaos, where you're running around with semi reliable precision on you're aiming, and I discovered the idea of swapping the shoot directions by mistake, and loved the extra control it gave, so we kept it! 

You aren't the only one to struggle with that button assignment I think! It might be because you're on a mac. I built this in windows, and the control scheme is based on what I found most comfortable during playtests. Lesson learned for the future in terms of control accessibility!

Equally, the UI does need some serious love. I left way to little time for the UI (and Sound, of which there is none!) And both have suffered for it. Another lesson learned, but to answer the question, technically I had thought of it as an ammo count. The magazine starts at 100, and there's a three second reload when you run out. As someone else has suggested we're going to implement both a visual indicator of how many shots you have left, and also a reload animation. 

I love it! It's nice to know I'm not alone in my blunders! I'll have to check your game out!