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(+1)

Thanks for the feedback!

That ammo counter is definitely staying that way. I'm glad you like it! I want more UI elements to look like that down the line, but sadly, there are a lot more higher priority features. Weapons are very much still temporary, until I get higher quality assets. But high quality animations are key for the FPS logic. The Weapon Animation system was the most recently fleshed out system.

A lot of the AI systems, and tweaks to Weapon Balance (including a Damage rework) are still required to really sell the feel. But it makes me happy to know it felt satisfying. 

For a future DD, I'll be planning on making a much better introduction tutorial, and a better level system. After AI, it's a top priority. A lot of quality of life features, and adjustments to the poor visuals are also high priority. I totally agree.

Oh, and that bug with semi-auto weapons was a bug that was meant to add Grace Time for more fluid firing. It's since been fixed, but remains broken in the demo. Thanks for pointing it out though!

Anyway, thanks again. I hope I'll have a lot more to give next time round, and that you'll check it out!