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Couldn't get any farther than the second level, which I think comes down to a few things. Since the enemies can move just as fast as you can, it's very hard to get any distance away from them, making it certain they'll shoot you from point-blank range if you press shoot. This led to me running around a lot, trying and failing to get the enemies off my tail. Even if you've got them aligned well, they take a lot of damage and therefore take too long to kill for my liking.

The control scheme was a bit hard to understand at first, and even after getting used to it, it feels convoluted with moves that feel unnecessary. Like, why does there need to be a strafe toggle if you're not the one shooting? Why does there need to be camera control when the top-down perspective works fine as is? What do the hand attacks to the conceit of the game? (Actually, that could maybe be useful if they helped to get the enemies off your back.) What does jumping add? Maybe these things see more use in later levels, but the first level didn't convince me.

There's also some performance hiccups when the stage loads for the first time, and the audio was a bit weird. I appreciate that you added both music and sound effects, but they sound a little out-of-place in a way that's hard to explain. Overall, I can see what you were going for, but it ought to be more approachable.

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Haha. Did you like anything? Nah great questions and feedback. This game is definitely a work in progress. Just not sure if it's worth the work. It is currently just the two levels. So yeah to the controls are more like placeholders but they still have uses. Level two the enemies are definitely too fast. They also have a chase range that is too high. Level two however if you get enough distance from all the ENEMIES (yes difficult) you then become the shooter and the enemies shoot on there own. Hence the strafe. Yes the punching is meant to get you out of a crowd but doesn't work the way I expected. The combat is meant to be improved and used in different levels with different mechanics.

The camera is really just in case players prefer to zoom out more or more of a third person view as examples. Especially in future levels where it might be more useful. Ideally players are fine with the default and don't bother.

With some timing you can avoid ammo by jumping. Pressing jump immediately after firing works fairly well. 

The music and audio is more filler and doesn't really fit the mood all that well. Currently just started working with DAW to learn to create my own tunes and then slapping them on to games as background.

The performance is shaky because I am using Unity DOTS that technically doesn't support webgl. So had to do some creative but inefficient work arounds just to get the game to work at all. 

Thanks again for playing and for the impressive feedback.