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 I chose mouse controls because deeper zones required quicker and more precise aim, and the goal was to give the player a control scheme that could give the player that. Having it be keyboard controlled makes it quite hard to aim where you want it to go, because locking it to eight directions and having it attached to the movement keys was surprisingly clunky.

Because some graphics processing didn't initially work for the HTML build (I was using GLES3 and it's way too transparent there), the way I made the UI didn't work properly. I didn't notice that until after I submitted the HTML export, so it was a quick fix.