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Actually the phasing was a bug / flaw I had to live with. I knew about it, but the simple pathfinding I built when I started didnt hold up under pressure, so on the second day I dropped it and just let them walk where they wanted. I'm going to rebuild the pathfinding system and put it up after the jam voting is over, along with some balancing and re-enabling some disabled enemy types.

The crosshair is a rotation mechanic, figured it would make things more of a judgement call for where you were aiming. The original concept wasnt quite as full on as what I ended up with, more slow based and lining up shots, moving between cover and popping shots. But then as I started to build it and realized that yeah it could handle a lot smoothly, the game started to get crazier.