Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Thanks for trying it! It’s been a long time but it’s coming together.

I’m in the middle of an optimization pass on the AI to allow for a significant increase in the enemy count which should make the encounters in later levels ramp up. I will be adding some difficulty options later that can limit ammo and health pickups as well.

I can justify it on two counts: 1 - I’m looking for any possible excuse to cut things out of scope, and I wouldn’t want to do quick melee without proper animations. 2 - Even integrated into her arm, she still has to pull it back to throw a punch. Changing weapons represents having to commit to that. There’d be this annoying delay every time you hit the quick melee button, whereas in the melee stance it’s near instant.

(1 edit)

All valid points regarding my suggestion.

Out of curiosity, what alt fire modes did you have in mind for the spike and rocket launcher? I'd rather hear your ideas before handing mine out.

(+1)

I don’t have anything in mind for the spike, the rocket launcher already alt-fires the rockets as grenades which do extra damage but bounce around unpredictably