I tried to use a combination of release speed and distance, but I don't think it translates well to new players. I definitely agree it needs an indicator. Thanks for the feedback!
Poop Dollar
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The concept is very solid along with the art, but the execution is lacking. First off, a reaction game should have a random start, not a count down (like in a race where they have a countdown and then a random start). Also the place where you are aiming each round should also be random. It doesn't make sense to have more than one bullet and also the computer doesn't seem like it will miss after round 5 or so but I didn't test it.
For reference I got killed in duel 8 after 0.5 seconds. If the average human reaction time is ~0.25 seconds then you are giving the player ~0.25 (0.5-0.25) seconds to move the mouse across the screen. But since the start isn't random you are really giving 0.5 seconds and I couldn't do that even as an experienced FPS player :(
Tbh it was terrifying as the duels went up if that is what you are going for XD
But touch screens will have a major advantage.
I greatly enjoyed this, with more polish it could really be something. A couple of things I noticed: you can have 5 faces but if the color or one feature is unique to the perp, it's very easy. You should think about countering this by checking first and adding a certain amount of matching features to the others depending on the level. Or you can just add a timer that rewards you for choosing faster, that would be easier and I think make it more fun. Really good and simplistic game!
It's technically supposed to be an arena I just couldn't write arena in the art because it has too many letters so I used Box lol XD. The easiest way to win is when the AI gets confused and launches itself off the map. Originally I had planned for weapons (even did the art for them like a one shot pistol or something you could throw), but ran out of time to do the implementation. Thanks for playing!
What game engine did you use? For your first completed game this is really good, much more in depth than what I made my first time. I hope you learned alot and apply it to your next game, I'm looking forward to seeing what you make
The game itself has really good art, music and a nice feel in general. I couldn't open the door in the room with the red box in your screenshot, but was still fun reading all the dialogues. Good job!
Screen zoom was something I thought about, but axed it due to being too time consuming, although a slow-mo zoom in would have been awesome. I should have cleverly highlighted the hit boxes (I didn't even think about that!) that would have really made it easier and more fun. I ran out of time for most of the FX, but I know it desperately needs it XD thanks for playing!
It was on the backlog to have two attacks based on how far away you are from the enemy, but I had a problem where I turned off auto simulation on the physics engine so I couldn't figure out why my colliders weren't registering for the longest time D:
I also wanted to add some camera effects, but ran out of time. Thanks for your feedback!