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Controls seem to be significantly improved since the last time I played (Demo Day 52). Previous play through was very frustrating as I couldn't figure out for the life of me how to kick. Now kicking and other movements seem to be much easier to perform, which is great because now I can simply work on improving my timing. Control-wise, is their a specific reason that you like using key combinations to perform specific moves -vs- simply giving the player a more simple way of doing it (aka - press shift while jumping to kick)? Also, I feel like there is some potential to create more interesting momentum based movements where you stay in that bullet form, but it seems very hard to pull off.

Graphically I really like the style, the new menu - with the gun barrels and flashing face in the background - is looking really good. In the game, I think you use too much of this squishy effect for when enemies are hit/hurt by bullets. I know it would take more work, but I think having enemies that slowly disintegrate as they are damaged (or some such other effect) would be more satisfying (could be done with a shader, or by destroying parts of the enemies sprites over time). I do like that bullet decals are present on enemies when taking damage.

Overall its looking quite good and the progress is obvious. Good work

Control-wise, is their a specific reason that you like using key combinations to perform specific moves

Thanks! For kicks it's mostly a direction picking problem. Doing a kick in facing direction by default is kind of the opposite of what optimal parry looks like, and baiting parries while staying still is also the boring way to play. Context sensitivity is not an option because it would turn into button spamming. It's quite a pickle for me.

There is a lot of momentum based combat actually by chaining recoil and kicks (that's how you unlock the real fun), and even then it can go deeper.

I had an idea for a destruction shader, but I mainly thought about using for large objects like boss and environments.

I see. Hmmm.. I think you might then benefit by making the opening level focus slightly more on slowly introducing movement mechanics. Maybe a more horizontal first level would be more ideal for showcasing some of the momentum based stuff. The practice level for instance is really nice, I feel like it would have been helpful for me to play through that before the first mission. Also for some reason (completely my own preference) I keep wondering what it would look like if this had a slow mo feature, that the player could utilize, but I know that would probably a hassle to implement.  Anyways, Im diggin it

Yeah. The perfect way would be to add the intermediate benefits from utilizing movement and then just giving player enough room to learn the advanced stuff simply by optimizing. I guess I should sacrifice new levels' visuals for the time being to figure it out faster.

I had bullet time plans from the very beginning because it would fit so well both with gun puns and mc's inspiration, but I need to figure out how to add it in a way that makes sense - I'd need some additional twist to it because using it as a crutch alone theoretically has some problems.