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(+2)

I can see what you where going with this and with a few tweaks it can be more engaging. For game jams it is always good to have your controls/gameplay readily available to the player such as either on the itch game page or on the main menu in a very obvious way. Most want to start playing the game soon as possible to get through as many games as they can.

At first I though it was a maze game where I had to wait/dodge the enemies but then discovered I could shoot. It just wasn't very obvious to me I could do this. The shooting itself feels slow not very responsive. Seeing that you are using unity, are you checking for "GetKeyDown" vs "GetKey"? Because I can only shoot a single bullet at a time I might be pressing the button again to shoot when I "feel" I should be able to shoot again but the game doesn't register the SPACE bar being pressed because I might have pressed it on the wrong frame. This could be easily solved in two ways: 

  1. Use GetKey and check if a bullet is still in play and not spawn a new one until the other is removed
  2. Use GetKeyDown - save that the button is pressed for a few frames until you can fire the bullet. If the window is too long then say then "mark the key as not pressed". So if I pressed SPACE while the bullet was still active so that I cannot shoot a new one, save that in a boolean for the next say 3-6 frames (Updates) and if the bullet is gone within that time fire a new one else reset the boolean to "false" unless I press the button again. Each time I press the button reset the timer and set the boolean to true :D Also, if the player opens the main then set it to "false"

The virus art is cool and all but I have no sense of which direction I am looking at which is crucial since the direction I'm facing is where the bullets will be fired. Adding some sort of arrow or other visual indication of where I am facing will help for when you are trying to move far away from the enemies to not get damaged and then turn around to shoot them.

Knowing how many hits an enemy requires before death is also feedback that would be helpful. A health bar is not always necessary but reducing the hits to like 3 is easier to see and keep track of. Because of this it was easy to die when you had more than one enemy quickly moving towards you. Also, their "death animation" can still hurt you which is not expected and it killed me a few times because it is easy to forget. Turning off their trigger or adding a "boolean" that says "enemy is dead" to skip the logic that hurts the player is a way to fix this.

I say all of this to encourage you to make these tweaks to make the game feel better and more engaging  to play. :D  The intro menu is cool but upon restart it be nice to be able to skip it to get to the action more quickly :)

Thanks for the feedback,

I will update the itch.io page of the game by adding the commands to it as soon as possible.

We used GetKeyDown because with GetKey the player's rate of fire was too high and we didn't have time to introduce a control like the ones suggested.

Actually inserting a signal of the life of the enemies or the direction in which you are proceeding are excellent suggestions to improve the gameplay.

The fact that the animation of death hurts the player is not a bug but a feature, we have decided that even that animation can hurt to increase the level of difficulty.

Gotcha