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Sorry, it seems like you were expecting a different kind of game alltogether.

The game isn't meant to be a fast paced hack and slash, it's more methodical and about making use of bouncing projectiles and cover. It will of course ramp up, and possibly faster/with more variety than it does now, but it's not there yet. Starting as you would be playing in the lategame would remove any buildup and tension, and while you may disagree about the pace of it, that is not the kind of game this is trying to be.

Enemy AI is of course a work in progress, as is the art itself. I will make improvements on spikes in the future, but I'd argue they're definitely missable as is. Enemies will also gain more abilities and some will have higher HP.

Yes, you can exit shop stages without spending your money. The upgrades system will allow for much more customization and flexibility in the future, but that hasn't been implemented yet. Saving up is definitely a main decisionmaking element of it though.

You can walljump and punch bullets back with the second character, but it's pretty jank right now.

If you know a way to make cloud shadows fuzzier, please do tell.

The right click attack is not that useful as an offensive move at the moment. Later on there will be upgrades that change up its behaviour so it can be used in more interesting ways. However, its explosion can be triggered by any bullet and the AOE damage clears out root walls. I've made a patch after you commented which improves its speed somewhat as well.

The last level is indeed "bullshit", at least considering the difficulty of the rooms before it.

If you can tell me the conditions under which you took damage during the transition or footage of it I'd be grateful, thanks!

Tile wheels are faster to work with, but may take a while to get used to. Once you do though, I feel like menus on the side are superfluous. Still, it was mostly due to more important things taking priority that it hasn't been considered for now.

>The game isn't meant to be a fast paced hack and slash, it's more methodical and about making use of bouncing projectiles and cover

Well, then I think you're going about it the wrong way. You need a better incentive to go for bounces instead of making the whole game more tedious to play so that the player will want to get it over with as quick as possible. And there's still a lot of walking involved since your projectiles only bounce once. As it is, the game looks like a shooter, plays like a shooter, and quacks like a shooter.

>Starting as you would be playing in the lategame would remove any buildup and tension

That's not what I'm asking for. You just need to have have *some* amount of challenge at the start if you have to restart from the beginning when you die. Rooms with a single enemy should be relegate to the tutorial. It does create tension, but tension over the possibility of having to replay the same piss-easy and overly long sections that weren't a challenge even the first time is not what you want.

>some will have higher HP

Just don't make the mistake of thinking the time it takes to kill an enemy directly correlates with its difficulty.

>If you know a way to make cloud shadows fuzzier, please do tell.

I assumed they were just a panning texture that you could put a blur filter on.

>If you can tell me the conditions under which you took damage during the transition or footage of it I'd be grateful, thanks!

It was from the projectiles of the faces on the walls in the last level.