First of all thanks for the giant great review:) About your notes in order:
- The enemies apart from turrets actually have a lot more bulletspread than the player. Ig all of the enemies only shoot so close to the player that their spread is unnoticeable. They also just snap onto the player, and the bullets are so fast that it's hard to dodge anything. I wanted to make the giant turret have basically 0 inaccuracy because otherwise the player could just "run" past, but ig that change got carried to all of the other turrets as well... I didnt really spend any time thinking about the bulletspread, but ig if the player can clearly see that they are missing just because of rng, they will just get annoyed:D
- The explosive enemies were basically the last thing i made (i made this game from end to start), so i didnt really polish them that much and they just ended up as one more enemy that snaps onto you.
- The rockets start with an initial velocity and get some forward acceleration on the way, i struggled with finding a good balance of those values where the rocket isnt too fast but also doesnt fall into the ground instantly... I should have just made it accelerate upwards a bit so that it can fly slowly and still not fall instantly.
- The reload speeds just comes from how i animated them, thats just the speed the animations ended up with, i didnt think about it at all:D When writing the gun script i thought that i need to implement an autoreload toggle for the ai, of course i thought that if the ai auto reloads, then the player has to naturally reload themselves...
- The way you can pick up health whilst moving at fullspeed in the first roller fight was pretty cool, i should have had more of that. When making baby mode i had a small hope that the game was too difficult, just so everyone had to listen to a baby crying. I guess my wish was fulfilled:D
- Some smoke/sparks for the enemies would have been cool, i did make the rollers start smoking but i didnt expand that idea to all of the enemies
- I should have put all of the controls into the pause menu or smthing. That screenshot is golden, thats what i assumed would happen but never did when i playtested:D
Thanks again for playing through the entire game, i should really start figuring out a way to make games that arent way too difficult... The awkward controls are probably the biggest reason why my games are so hard. I have no clue how i keep coming up with this garbage lol, i think if i ever join a game jam again i need to make a game where the controls are actually normal...
(also sorry for the word salad, i tried to clean it up a bit but its still ass:D)