Thanks for playing!
Yeah I was really trying to go for weird this time around, more than I usually do anyways.
The combat was the major focus, I would say about 80% of development time was focused on the weapons, movement, and enemies. The combat was always noted as being lacking in my past games, so I attempted to go for the jugular. I think it partially worked but it didn't entirely land I admit.
Mouse sensitivity is a complaint I had with one of my other games too, I'm gonna have to check if I have like sensitivity turned up super high or something on my machine because it seems to work fine for me. In any case yeah a mouse sensitivity slider would be a good addition eventually.
I'm really happy how the enemies and cutscenes turned out, I was worried I'd end up accidentally making them boring but they turned out weird enough luckily. As for the modifier I made sure to shove it in your face this time instead of leaving it for the end like Stalewater. Glad to hear it worked lol.
As I mentioned in other conversations and comments I'm still not fully happy with the levels but I think they're a definite improvement on my last couple entries. The difficulty I was mostly happy with, even for those who aren't all that great at it are able to scrape through and at least a non-boring time (as we both well know now lol). I'm hoping to try making another level that really shows off what can be done with the setup.
Yeah next year I'm hoping to be more on-time 😅, the last all-nighter I pulled wasn't very fun. But unlike Ja Wizardman I think it really paid off this time.
Thanks again for playing!