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Styles cute and works. You can add some placeholder sounds and it will feel a lot better.

You know about the camera, I think zelda / bomberman / ff tactics is your best ref for that. But the change in angle now hides the last guy. I don't think that was intentional.

With the bombs like I was in the habit of thinking the bomb square would follow my mouse position instead of the character facing. I get you are using just the mouse buttons so if you went controller that wouldn't be a problem.

When throwing the bombs with the time pause? When the bomb is mid air. If I throw another the first is cooking so it sets off in time to blow me up. If you can throw multiple I'd pause the cooking on any mid air bombs. It seems like a weird time freeze moment.

I'd also change the character animation to a little jog maybe dust particles for changing direction quickly. Movement a little feels clunky atm but I guess it is in part because you just had to quickly change the camera angle with the update.

Thanks for checking it out! The fuses not respecting the time-slow stuff is definitely not intentional.

Recently I attached a time-keeper to all my entitites basically that allows for localised time slowdown or speedup. Not every script is properly respecting the time-keepers at the moment, there are a few I created that base themselves off timestamps rather than an elapsed perception of time that I need to convert.

Yeah I hadn't noticed that extra wall suddenly appearing in my level until I tested it out on the WebGL version. I can see my editor right now and it isn't present so I'm not quite sure what the heck was going on there; potentially line-endings on the plain-text level file being interpreted into tile-height characters that are interpreted by the builder! Fancy that.