Posted October 06, 2023 by hovr
The knife was meant to be used as a last resort in combat and to move around the map quickly but saw more uptime than most weapons.
The pistol felt too weak and was rarely used.
Testers often died while reloading the rifle due to its reload time and slow movement speed.
The shotgun is capable of killing enemies in 1 shot, but had too much reserve ammo making the other weapons useless once purchased.
A last minute implementation, the Rager, caused a lot of trouble for my testers. This enemy starts walking slowly but when enraged by taking damage, being in close proximity of the player, or having 15 seconds pass after spawning will turn red and start sprinting at the player.
Testers found it was too hard to fight the Rager as they would often be enraged before encountering them, sprinting in off-screen. Because of this I decided to get rid of entering rage mode after 15 seconds have passed, allowing the player to plan out their fights when seeing them.
As the player and enemies both had the same blood effect, it could be tricky at times differentiating them from each other. Feedback suggested different coloured blood, so I gave enemies a different tone of red which I think fits better with the undead theme. I didn't want a completely different colour like green as it would stray too much from the red theme of the game.
To help keep track of what weapons the player has and keys to use them I added a small inventory to the right of the screen.
As the player buys weapons they will appear here. The darkened text signifies the currently equipped weapon.
The readability of the shop was difficult due the the colours used.
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