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>I feel like the piercing railgun is fairly useless, as it seems to leave you unable to attack (and requires you to beforehand) for a while and only does the same damage as a single normal shot.
In fact it does double the damage of the regular shot. As I said, it's supposed to be an AoE option with less DPS.

>Enemies overall could also use having less health.
Current enemies are buffed and I added some new weaker basic enemies already.

>Also, please make middle mouse rebindable,
I should've made it more clear, but you can rebind it by rebinding "Zoom".

>I feel like it would be nice if the turret would start rotating once you look towards "the other side", even if it's not an "acceptable angle" it can rotate to.
Turret rotation gives me a lot of headache, but I'll try to rework it. I think you gave me a valuable hint on what to do here.

>Hitboxes feel a tad larger than they are, at least for the player's hovercraft.
Oh, hitboxes are a big mess and there's nothing I can do about it because of how they are implemented in GZDoom. Namely, they are square and do not rotate. I will try to implement some multi-hitbox solutions for bigger enemies, but this is gonna get janky.


>I think I'd make the dash work even if you're not holding a movement key, provided that your hovercraft still has some velocity either forward or backwards.
Sure thing.

>I've seen some enemies getting stuck for a bit too long on islands; maybe their turn rate  could be increased for a bit when that happens, or have them move in reverse?
I've reworked their movement code already, now they will stop, then back up and turn when they encounter obstacle. Doesn't really improves their pathfinding (if it can even be called that), but at least it looks like they're doing something instead of blindly ramming the wall.

>Stuff like hovercraft customization, swapping parts with stats or so, could be fun too.
I absolutely love that kind of thing, but I don't think it will be done in the current iteration. It can be done in GZDoom, but I'd rather avoid any feature creep on the current iteration, I want to release a finished game as soon as possible and focus on working with a different engine.