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(+1)

it was intentional that the player is limited to move until you executed your first parry, tho I also did not anticipate the scenario if a player did not parry it at the start (as it would randomize the bullet trajectory  after hitting ground ).

It was supposed to be a separate tutorial scene but we were out of time lol.

And as for the slow-mo, our first idea was the player would also get hit by his own bullets, so a slowed time would be more convenient for parrying the bullet. But after further case-testing, we just proceeded to have the player invulnerable to his own bullet (and did not remove the time-slow)

The time slow was also intended to help the player better calculate the trajectory of the bullet (and also to avoid enemies) but it was loosely implemented and did not really fine-tuned a lot.

Anyways, thanks for the feedback and I'm glad you enjoyed our game :)