Also enemies pushing you at the end was intentional, thought it looked funny so sorry for the headaches ;)
Abz101
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Yeah that was because of how the map and the NavMesh was set up, enemies spawned in the middle but 90% of the time the blue side would be the shortest distance to the player because of how it was positioned compared with the other sides. I only noticed this a couple hours before the submission deadline so I didn't have time to reposition my sides to be the same distance and make sure the baked navmesh was bug-free. Definitely gonna be one of the first things I fix to make the game more hectic for the player ;) (if i decide to keep working on this project instead of jumping onto a new one).
Sound Effects were one of the things I really wanted to add but didn't have the time at the end to create my own and implement; it's also going to be one of the first things I'll add in when developing this further.
Health bar i'm a bit iffy on because it's hard enough for enemies to get to you, rather than them having to do so multiple times. I might have a '3 lives' set up like in corona dash, where the enemy dies on contact and you lose a life but a certain amount of your score would be deducted if that does happen.
I also thought of maybe adding random floating Powerups and bad objects (can't think of a better word for them lol) which disappear after a certain amount of time (much like Pac-Man) if the player doesn't shoot them, examples being you shoot a laser beam continuously for a couple seconds, a part of an extra life (collect 5 to regain a life) if you lost one... but bad objects increasing enemy spawn rate, changing spawn position closer to the player, making enemies faster, etc.
I enjoyed making this game (even when it was superrrrrrr frustrating at times) and I love that a bunch of people seem to enjoy playing it. If I don't continue working on this game then I'll make sure to set a better standard for myself for my next ones (which means a ton more work for myself DX)
Looking forward to see what you make too ;)
Even before I uploaded the game I knew that there were a bunchhh of developments I could do to improve the game but getting it to this stage took a lot longer than I originally thought because a lot of what I needed to do was completely new to me (creating a blender character, animations, importing in my assets, creating an AI just to name a few). I was hoping to get to this stage around 2 days ago so these past 2 days could be used to make a lot of aspects of the game more smoother (camera constraint so you can't see inside yourself, UI in general after building the game in WebGL) and add more little bits to make the game more enjoyable (quiet footsteps from the enemies which serve as an indicator for the player once the enemy is close enough, a running animation + greater speed if enemy gets to the straight path leading up to the player, local & global leaderboards once I make it so the game gets progressively harder). May or may not continue developing this game depending on if enough people want me to xD