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(+2)

this was super cool! the time trials were very hard (i didn't beat the second one) but i thoroughly enjoyed this. the thrust kick off of walls was a great way to replicate the feeling of a rocket jump without the drawbacks of a rocket jump. i wish it gave a bit more consistent vertical velocity, there were times where i didn't look down quite enough so i couldn't reach the ledge i was trying to get to. also, i got the wall run before i realized i missed the second gun and because the wall run is so sticky i couldn't actually use the thrust kick to successfully climb that ledge. shooting wise, the first weapon felt like it could've used a bit more kick to it, the orange dudes took so many shots to kill. but otherwise the movement and shooting felt great.

also the soundtrack is great!!

(1 edit)

Thank you for your valuable feedback! I hope you didn’t get to the end using only the first weapon, ‘cause that must have been painful. It’s intended to be weak to push you towards using both its alt fire and the second weapon, so I totally get how the orange dudes may have felt like bullet sponges.

The thing about wall running that can feel off is that it instantly zeroes your vertical velocity, so it requires lots discipline not to unconsciously press the movement keys while wall jumping, as that will immediately stick you to the wall. In Titanfall 2 (the game I took inspiration from for the movement), wall running does indeed retain vertical velocity, so it both feels better to use and you don’t lose the velocity you gain after jumping. I couldn’t manage to add this behaviour in time because, after spending 6 whole days fine-tuning my wall run implementation as it is, I felt the need to move on to other stuff, but this is such a sore point for me that I wish I could’ve done better.

Still, if you managed to have fun despite these issues, then I’m glad!