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That is a really nice one, I love how fluid it is! It's kinda rare to see shooters on game jams, let alone one that feels so good to play. The lowpoly graphics are also really charming too despite the simplicity, and honestly that UI looks stylish as hell, extremelly cool.
I also really appreciate how you took your time to make an actual options menu. That is also something really uncommon on game jams, but it is certainly a pleasent surprise, specially since my laptop struggled a little bit to run the game at the highest quality, so it felt nice to change it to "balanced" and not having to worry about that.
I also really like the bee-bots Ninja-ish AI, and since they are pretty much the only enemy for most of the game it really made them way more fun to fight repeatedly.

I only really have some very minor nitpicks as critiques here tbh.
For example, the shoots doesn't actually come out in the direction of your crosshair, it actually has a little offset to the bottom right of it, wich made aiming a little weird at first, but I could get used to it.
There's also the fact you tutorialized the fire extinguinshing mechanic with red particles coming from the floor, wich are very different from the actual fire walls I actually had to extinguish, so I took a little while to figure that out.
A reaaallly tiny nitpick, that is actually very personal to my own approach of how I usually play shooters, is that I wish I could swap weapons with the mouse wheel instead of having to go throught them all every time, since I was using the ice wind blower as an improvised melee attack, and having the bazooka right after it kinda added an extra step to get back to the default gun quickly lol (this one is really not an actual issue at all tho)

Overall this one was pretty fun tho, I like it

(1 edit) (+1)

thanks for the feedback.

on the crosshair vs weapon, I played with the camera/weapon placement to get them as close as possible, but you are correct the weapon is very slightly down/right from the crosshair. I tried a few things to make it visually come from the weapon, but move to the crosshair “path” but everything I tried looked really bad. Something for me to do some research on.

the red fire walls vs the red fire barriers… that is a good observation and something to look into making more similar if I do something like this again (and why it is really good to get play testers that aren’t part of the dev team… I had my kids play it, but they did see me working on it and running my own play test runs… so they might have picked it up from my plays)

on the weapon cycling, I didn’t want to rely on a scroll wheel (we had originally planned on controller support also, but that got dropped - which wouldn’t have had a scroll wheel) - I think scroll wheels are basically ubiquitous now, so that probably shouldn’t have been a concern. but I do agree putting it on the scroll wheel would have been nice. you probably wouldn’t be surprised how many rockets I shot when trying to switch from the ice spray to the blaster after I picked up the rocket in play testing for that very reason.