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(+1)

I absolutely love this gameplay mechanic. It felt incredible when I realised you could activate and deactivate your beam at will. The relief I felt upon getting to the fountain was incredibly satisfying.

At times I felt that the beam had absolutely hit the enemies, but it seemed to not kill them. I feel that making the beam collision slightly more forgiving could help improve the game, it just felt off when what seemed to me like an absolute hit passed right through them.

All in all, nice game!

Thank you so much for playing and your critique! And I understand and agree with the issues. The enemies take damage over time when in the beam so the stronger enemies will need to spend some time in there to die. There should definitely be some sort of feedback other than the sound they make - when they take damage. It was on our list but had to be taken away because of deadline. ;) Another thing we did waaaay to late this jam was manipulating the health of the enemies. So up until the last few hours we insta-killed everything when testing. The main "doh"-moment was when I realised I because of hadn't at all thought about the fact that the linecast, of course, wasn't hitting everything in the beam, which was one of the main design goals. 🤦🏻‍♂️  Haha

(+1)

Ah, that makes sense now that you say it. I had just assumed everything was one shot, maybe because the initial enemies died instantly. Time limits are truly the limiting factor of games made in this competition, but its also what makes it so fun!

Haha! Yeah! :D