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(+1)

The core idea for traversal and combat is really  good.
There's very little leeway when it comes to applying them in certain scenarios.

ex: Some  targets get within   view few frames before your doom, and you also have to pinpoint them.
Same  goes for some   static Warp Targets in wider maps.  Makes playing in Fullscreen  a bit harder since you have to drag the mouse more.

Suggestions for tuning the challenge:
 -Wider areas that accept click   around potential targets;
-Maps where the camera is more stable   to  facilitate aiming with the mouse;
-Bullet time when selecting   a warp target;

Nice going !