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Thanks for the feedback!

I agree, the balancing is off. Some guns are clearly better than others and there’s not much need to dodge at all. I just realized I could’ve attached more properties to the different sides than just changing weapons and damage: Hitbox-size, movement speed, defense… You could have a glass-cannon side that deals and takes lots of damage, a meelee side with a smaller hitbox, a slow-moving sniper side, etc.

Oh well, that’s just what gets left on the table when a deadline draws near :D

What do you mean by rolling for different attacks? Like having a melee attack on the roll?

(+1)

By "a reason to roll for different attacks" I mean incentivising the player to roll the dice and get a new weapon, something as simple as ammo running out could force the player to dodge and get a new weapon to try with fresh ammo. There's a lot of ways you could take it!