Thank you for the advice!
I had made the tutorial and level as one big piece because I had originally planned for more. (Didn't realize the amount of work it would take)
What would have made the controls easier for you? I've gotten lots of good feedback on it so far but would like your input on it as well.
crlprk
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I did notice that I did get a red vignette when I did get hit, but it was kinda hard to tell when I was about to get hit by an enemy and when I did get hit, it was difficult to tell why I got hit. Perhaps just telegraphing attacks more clearly or adding a more noticeable reaction to damage might have helped.
Nice work!
Very stable for a browser-based FPS, but some of the gameplay elements could use a bit of work. One thing I had trouble with is attack range and damage feedback. I couldn't really tell how close I had to be to hit the enemies and I wasn't too sure if I got hit instead.
Solid music and death animations for the enemies though!
Thank you for the feedback! I'm glad you enjoyed it.
Yeah, balancing the damage output and health was really hard to do because depending on the player and playstyle, you can either be super overpowered or very very underpowered. I balanced the playthrough for the jam assuming that most players would have a bit of trouble with maneuvering the centipede, but in the end, I couldn't strike a perfect balance for damage and health.
I'm thinking after the jam is over, I could change up the levels a little bit and try to balance a bit more for a proper finished release.
Thanks for the helpful feedback!
I really wanted to make a custom health bar system that showed individual body part health and etc, but I ran out of time before I could implement it. Maybe something to implement after the jam.
The wall bounce is something I got a lot of feedback on, and there are lots of things I could improve upon in that area. Perhaps even just changing the level design to not have tight corridors would have helped.