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Hey Woldy, I just played your game. I remember your booba progress posts, so I wanted to try out your game to see what you are working on. 

I think the grid is too much out of the ground, or it just doesn't work well with the current camera. I found myself counting tiles, or throwing multiple tile, than just throwing bombs where i see the enemy is standing, because the tile visual seemed like it was shifted in place. Beside the gird visual, I would much rather aim with a mouse instead.

Taking down enemies was much easier before they start moving, I don't know if you are going for a stealth game.

I really disliked the time slowdown field.

Player character, and bombs are really cute. The overall game looks adorable, but it just feels clunky. I look forward to seeing your improvements in the next Demo Day.

Thanks for the feedback.  It's a half-stealth game I had in mind, except I only implemented the clunky out-of-combat / methodical opening strike attack. I also jacked up the AI's vision and aggression sensitivity for the prototype higher than what I was usually testing with since I haven't implemented animations yet to convey the more nuanced behaviour. (shock at seeing player, stance changes based of alertness, drawing their weapon, turning their heads in search etc)

I also don't expect the type of fast-moving rush-down enemies to remain in the game.

I've got to strike a better balance with clarity of the aiming grid, perhaps highlight enemies and the blast area, make the through-walls effect less noticable. 

It sounds like a good plan. I hope to see your submission in the next DD when the gameplay is closer to your vision.