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Thanks for the feedback, 

I think your criticisms are spot on. I'm actually glad you feel that Primerose is kind of stunted in some situations lol. The limitations where intentional, the cavate being that there where going to be more weapons you could switch too in other scenarios :/

Unfortunately I didn't have time to implement the other weapons and never adjusted the cooldown on Primerose.

A similar thing happened with the level design. The original concept was a totally enclosed generic office for the first level to showcase the gunplay mechanics in a confided space, then subvert expectations with a different wide open abstract level to showcase the movement mechanics. I quickly realized my level design workflow and experience is terrible, it took 3 days to block out the office, and I realized I was only going to be able to complete one level, and I had spent it making a boring office lol.

A friend suggested I just scale up all the rooms and make the have platforming, so i spent the next couple days doing that. The byproduct is that a lot of areas are not very well thought through or planned. In the future, I'm going to block out MUCH more time for building levels and I'll be practicing doing so before the next Jam.