Nice approach to a rail shooter! Definitely an interesting genre to tackle for the jam and something a little bit different from the norm. Now this is a genre that hasn't been explored in a long time!
As it's a prototype, just some design thoughts that could really help the game come along:
- The enemy spawns need a certain degree of continuity with the progression and sense of space. This means that enemies coming from a side you've just cleared, or a dead-end, don't make much sense. Try and spawn enemies from the side of the level where the player hasn't been or the camera hitherto hasn't exposed yet.
- Given that everything's on rails, including the camera, timing is key. It's important to absolutely nail a few things: the time the enemies appear, the reaction time the player has before the enemies shoot, the time before the player would be overwhelmed, and the time between clearing the enemies and the camera moving on.
- The animation looks great, but for an additional challenge, consider having a different death animation for the head to make the models behave differently and add an extra incentive for the player to pull of headshots!
I hope you keep going with this! I had a blast playing it :)
- FSV