Fantastic! Well done on drawing the beautiful character, barrel, mug and elevator. It's a very cosy style. The level design was neat too.
Harry Nash
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Movement and shooting was satisfying. It was interesting that the enemies were subject to friendly fire, I haven't experienced that in a video game before but I think it helped with the base-building aspect. I also felt usually that it was more useful to spend on ammo instead of building. I wonder if there are ways to make the building more important.
Thanks, this is a really good analysis.
Premium Rush is one of the vibes I was channeling!! Chasing someone or something is a great idea. I positioned and sized the cars in such a way so that there is always a space to get through, sometimes you do need to ride along the edge of the road to do it. In real life I would never crash into a gap that was too small for me because I know how big I am but it does happen here. I'm not sure how to stop that. Maybe if I placed an orb on the floor in front of the cyclist that was the same width as the cyclist then you would be able to tell whether you could make it through a gap.