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Thank you very much for the feedback! We discard this idea because it loses the essence of hitting boomerangs, and as much as it is a scoring game, the player is forced to think a little about throwing their boomerangs and not just randomly destroying everything.

I do see your point, but it still might be worth trying to find the middle point. For example most enemy types are one-hittable, but some have shields which can deflect the 'rangs. Or maybe using the boomerang types - some are invulnerable to the hot boomerang and it bounces off.