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Thanks for the feedback! Yeah, those are pretty valid problems. Ill be honest, for most of the development the arrow hit-box wasn't working right (couldn't quite get my head around AlphaColide, so the hitbox was gigantic). As a result, balance wasn't really on my mind until the end, and I didn't have time to tweak it in the end... 


In terms of "Give a reason not to shoot", originally the idea was that the weapon would be auto-fire, and you would have a melee weapon on the opposite side of the crank for emergencies. I feel there's some good potential ideas there (Character options with varied attack speed / rate / projectile types, a reward for prioritizing melee attacks, enemies that require a specific attack to deal with), but since I'm just starting out, I figured I'd start as simple as possible. Maybe Ill come back and fix it up properly someday.

Thanks again for trying it out!