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(+1)

Played two runs. 

First time I played, had a lot of fun! I like that there are different characters to choose from, I played shadow and fire. It took me a while to learn how to aim, but once I learned to not panic and take my time to aim, it was smooth sailing.

This might be odd, but I didn't find a good reason to get elevation. It made it harder to aim, manouver around obstacles and pick up upgrades. 

Picking up upgrades felt difficult and swapping the weapon I was currently using made it a bit too risky.

I got instakilled by a fish trapping me against a wall. Invulnerability frames would be welcome.

I wanted to adjust mouse sensibility during the run, I'm sure this is on your todo list though.

Once I found a weapon that was my secondary but on low cooldown, it was game over. I recommend you to watch the video, because the run was abandoned after a naty camera bug.

(+1)

Thanks man. Yeah I need to think of a solution for weapon pickups. I'll definitely add sens options here soon.
Elevation will likely be more relevant on other maps and in other fights. It'll be a pvp game, so easy elevation might actually be too good at some point, we'll see.
I've never seen that bug before! Crazy

Elevation will make a lot more sense with PVP.  I can imagine the game will play completely different that way.

(+1)

For sure.
Got any other thoughts or ideas? Any ideas on how to make pickups easier to pick up, without reducing the drifty-ness?

You could try making the pickup collider a cylinder with a lot of height, so people don't need to get too low to pick weapons up. A larger pickup area in general could be nice. You could also make it so that the weapon that is dropped is not the weapon currently equiped. Since there are three weapons and knowing which weapon gets dropped could be confusing, maybe only allowing two weapons per player could simplify things.

Another option would be to have an inventory system like battle royals do, but maybe that would overcomplicate controls.