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Thank you for revisiting the game! about your suggestions, there are some reasons behind why did I make it like that. 

Maneuvering with blaster is not easy because the blaster was meant to be a weapon, the recoil jump is a "side effect" of the attack. But because no enemy was in the game there for recoil jump became its current main purpose. Since it is a weapon, it should shot forward. But I think I can make it if you hold shift you will shot the opposite side of your mouse, so it is easier to use the recoil after a dash. And the recoil also links to future implementation of player customization, where if you have a tall and buffier character you have less recoil on you and if you have a short and thin character like the current protagonist, the recoil will push you further.

The natural recharge rate was intentionally lowered to encourage player to seek for light source to regen. This also link to how and where I place a light source. During the implementation, I realise that the light source became a strong attraction to the player on both visually and mechanically. You might notice that on ground and first floor of buildings I'm more clustered giving me more room to decorate the lower area and for players to quickly regenerate if they fall to the ground floor. And light source from third floor to upward are indicating possible route to jump onward. If I didn't put any light source there player might not even realize there is a platform you can jump onto. The color of the light source also hint some possible route, if you follow the blue light from the left building, you can get to the final point by dashing across roof. If you follow the green light from bottom of the hotel building, you can use the balcony to climb up. I have wanted to make a red route to go from right too but couldn't make it cause out of time.

The jump lag was there to leave room for a ground roll mechanic to compensate the lack of fall damage. My idea was if you click ctrl in the right timing you will perform a ground roll in to crouch position. The crouch mechanic was also planed because of light and enemies I thought of adding a stealth gameplay where crouching let's you stay stealth easier and when you dash and attacks you will emit light and make you easier to spot. But since there is no enemy in game currently and the crouch state will require me to draw extra sprite and add player state for it, that why I am saving it for future implementation yet the jump lag are still there.

I did not know about faster charge near neon lights. Makes sense then! And I figured that was the reason for the blaster.