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A very fun concept, though it has a few key mechanics that feel inconsistent.

- the bullet seems to bounce at odd angles; sometimes reflecting off surfaces, but other times turning unexpectedly.

- it feels like I should be able to pick up the bullet while it's still moving. Initially I thought this simply required me to approach the bullet from the side/back, but that only seemed to work about 50% of the time. In terms of fun factor the bullet having such a long cooldown and the enemies being so durable really slows down the game to a slog.

There's definitely a fun game underneath this core hook, but the mechanics currently feel like they are fighting the fun rather than embracing it.

Hi, Thanks for your feedback!

- i'm working on changing the angles , currently i'm just using collision but i'm testing doing it via code.

- you can pick up the bullet at any time you want u just need to touch it, are you saying it sometimes didnt work?   if you pick it up when its still "hot" you will loose health, when its slowed down you can pick it up during the timer (big round circle on top of it) and you'll take no damage.  

- I already made some pretty big changes to the bullet:

  • Its possible to charge it for more power, the more powerful it is the more damage it does, so you're able to kill even 3 enemies in a raw with one shot
  • Made the CD to pick it up with no damage longer, and much clearer to see now (its glowing green)

Hopefully that enhances some of the bullet experience, it is the main core of the game so it should be spot on.


Thanks for your good feedback, i really appreciate it.

If I was going to make a suggestion, I would say to remove the damage from picking up the bullet entirely, but make the bullet impart (some of) its momentum onto the player when they pick it up and only apply damage if that momentum forces them into a wall/enemy.

I never encountered a situation where a bullet, fully charged or not, dealt more than one damage, which given how many hits the enemies take and how much longer it takes to safely recover a charged bullet over an uncharged one; made it much easier to use uncharged bullets over charged bullets.

The core issue I had with recovering the bullet was that:

- it seemed to take way too long for the bullet to lose its "hot" status.

- picking it up early didn't communicate that I was losing health, so I thought there was a "trick" to picking up earlier, such as approaching it from behind or from the side. This resulted in the bullet sometimes getting picked up without incident and sometimes it would just mysteriously kill me (though I imagine all these scenarios I was just losing health without realizing the health loss scaled with the bullet's "heat").

got it, good idea to add knockback :)

i'm not done with damaged effects at all thats why its not really communicated as well as it should, its a 7 day game + 7 days improvement for this Jam which mostly went into new UI hehe

Hey,


Wanted to thank you again for the comment with the odd angles, after you wrote that i started digging and i found out that i simply forgot to change some of the colliders after i revamped the UI.

For example - the round enemies still had a box shaped collider lol , which of course can affect the angle