Hi Mugs! Thanks for stopping by. Heard, thanks. This was a concern of mine during development, but we really wanted that alien-vs-tech feel. Behind the curtain, the player's hitbox is a generously small sphere in the middle of the player model to try to help against this, but I can that that we would have more work to do if we decide to continue developing it.
As for friendly fire. We understand this is frustrating and wish we had more time to playtest before turning in. The idea was to offer the player with 2 decisions. Ve allowed to spray at the costing of having to dodge or be slower and more precise. In practice, I don't think this translated well. If we continue, we will at the very least reduce the damage to something almost negligible for some testing, and if it still feels the way you described, we will remove it completely.
I think the minimum distance the alien moves is too great, makes it impossible to micro-dodge out of the way of incoming bullets without ending up somewhere probably worse. Maybe that's just me being a bit crap at it, need more practice! I guess the trick is in planning larger well-timed movements, but sometimes you don't want to really move, just sidestep a bullet, and it's very hard to keep in control of that. Don't be disheartened though, it's a really nice entry.
I'm certainly not disheartened. The feedback has been phenomenal and very encouraging. This is my first gamejam and I will certainly be back :)
Understood. It is super reasonable addition and I can see that it would only ADD value to our game. I've added to it our list of acknowledged and planned changes listed on our page:
https://bellkalengar.itch.io/asterism