Any plans on updating for Godot 4?
JungaBoon
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Hey man! Played the recent build and noticed a few bugs:
- Playing the "E" minigame on a shield enemy doesn't seem to work properly. The reticle just snaps too quickly back to the center of the circle, even if you flick the mouse quickly.
- Dying just causes the player to roll around without control, but the guns are still on screen
- Also it seems like the grey enemy deals way too much damage and moves too fast. He can take you down to half health in just two hits and is difficult to track.
Been playing through the most recent build and may have some suggestions:
- Enemy hitboxes seem pretty small for how quickly things move around. Maybe increase them? Otherwise it can get pretty tricky to hit them.
- Long-range enemies seem to attack too frequently and hit a bit too hard, especially since there isn't a consistent way of regaining health.
Played the latest build! Pretty neat, but there were some weird bugs I found:
- Standing on a moving platform in the Dev Room would either clip the player through as it moved, or it would jitter up and down as the player would fall out of its "detection" area. If you're using some sort of Box Collider trigger, maybe increase its vertical size?
- Pressing Tab didn't really seem to do anything but put away my weapon. Not sure if I'm missing a button press, but I tried the mouse buttons and the melee button and nothing happened.
- Didn't realize there was a time slow and dodge button. Maybe there can be a little thing in the tutorial area for that? (Unless I completely missed it)
- The rapidfire enemy may be a bit too strong and too accurate at the moment. They're pretty much locked on as soon as they start firing. Maybe add some more spread to their fire and make their accuracy decrease as the player is moving? (There's a cool AI analysis video on Doom on how they did something similar to force the player to keep moving without punishing them)
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