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Thank you for your feedback🤍🤍🤍

While we haven't considered modernising the mechanic of the hit, but your idea is a good one!
In theory, we could develop it by adding serifs to the slider that appears when you hit. Depending on which serif the circle reaches, the strength of the hit is set.

However, implementing these modifications would require a complete overhaul of the feedback on the player's actions.
Currently, it's simple:

- if nothing is selected, there are no sparks.

- If an item is selected but not yet ready, small sparks will appear.

- If an item is selected and ready, big sparks will appear.

To accommodate more varied hits would require a more varied but equally intuitive response.
For the purposes of a small game for Jam, we decided to focus on simplicity to ensure precise timing and intuitive communication of controls to the player.

I thing if we had decided to create a larger game, we would have used different mechanics instead of the one used here. We would have developed something more intricate.