Thanks David, I'm glad you enjoyed it. This was the first time I really had a crack at LODs so sorry about the popping in and out of certain objects. There's also a slightly noticeable LOD shift with the buildings and their balconies if you're really looking for it. I would've liked to have this refined a bit more but I only gave myself a couple days to make this. Anyway, thanks so much for playing it means a lot!
Xavier Mackay
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I see you guys like robots, lasers, and absurdly difficult gameplay just as much as I do and for that I tip my hat to you.
The gameplay loop is satisfying to pull off and the music fits really well.
However I found that when I started I was unsure whether I had bullet time on. So maybe particles or some other kind of audio / visual feedback that might help the player understand that they're using bullet time.
I was also a bit confused about what I was actually supposed to be doing at the start so possibly a more in depth tutorial or even just a quick text box at the start with "alright shoot all the robots, dont get lasered and also crouching makes the concept of time break" kind of thing written in it.
I would also recommend that you make the time it takes the player to restart the level be as close to instant as possible. As the player just wants to retry after they get a face full of lasers not wait for the screen to cut to black but that's just my design philosophy.
All in all great game! Hope you guys keep developing it after the jam is over! : )
I'm assuming that you used a rigid body for the player movement as I noticed the player movement was a little jittery maybe try using void FixedUpdate() for the Rigidbody.AddForce() as physics updates occur at the Fixed update, also maybe back of on the film grain effect, I don't think this game really needs it.
Anyway, great game!
Great game!
However I think the player movement could possibly have been a bit snappier maybe try using less drag on the player rigid body (I'm assuming that that the player movement was using the physics system)? and possibly also a square collider. This would give the player better control and maybe make getting ridiculous combos more satisfying.
All round great arcadey fun!
Yeah sorry about that, the player does not have any coyote time implemented. Meaning that jumps have to be timed perfectly so the player might jump but not use their regular jump and instead using their double jump resulting in what I'm assuming you experienced, so yeah if I do an update maybe I'll add coyote time to make the jumps less punishing.
I think possibly restricting the players movement to only a few moves per turn or making it so that only 3 dice are used to determine moves could allow for a more challenging and enjoyable experience as currently the player can just stab one skeleton and run away. If the player had a more restricted set of movement options it could encourage more forethought. I love the move randomization as a mechanic and the DnD miniature aesthetic.
Please continue to develop this.