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(+1)

Hm, I didn’t really look at the gifs too closely, I skimmed the text and mostly tried to get a feel from it through play. And yeah I guess I didn’t really clue into the ‘golf club’ thing now that I think about it – maybe because most games that would try something like that would limit you to one ball and make you hold the mouse down for the ‘pre-swing’ part? If you wanted it to be more strategic, that might make more sense, but if you want to lean into the gun-fu thing, I can see why you wouldn’t.

It’s a cool thing to be in uncharted territory though, and it may be something that could become more intuitive with some simple changes to the UI, sound, or the gun’s appearance? Perhaps some more tutorializing levels which make sure you understand one concept before moving onto the next. Otherwise the mechanics might need to be dumbed down if you don’t want it to be very niche, which is okay too, even if I’m ultimately not the audience for it, haha. Either way I hope you stick with it!

good point. there should definitely be more feedback between mouse click down and mouse click up--maybe an fov shift, gun animation, definitely a sound, blur, could even do slow motion--to indicate that you've begun a swing, are in the middle of the swing, have finished the swing. thanks again.