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(+1)

pros:

  • I like the design.
  • I find the game loop fun.
  • The UI is nice and simple to navigate.

cons:

  • I really miss any sort of health indication, either the player’s or some sort of feedback on hitting the enemies as I often didn’t know whether they hit me and disappeared or I hit and killed them.

other notes:

  • First of all I think you should move the stuff for the testers into the description, I wouldn’t assume everyone’s curious about the devlog :D
  • I’d appreciate a way to hold an arrow for continuous firing without having to spam click so much.
  • I noticed the gun shoots on both button press & release, not sure if that’s an intentional feature.
  • I find it could be more visually intuitive to split up the player and enemy modifiers in the shop a bit more, you have 3 rows of [ only Player | Player & Enemy | only Enemy ] upgrades, it’d make more sense to me to just split them into two triplets of player & enemy upgrades/downgrades.
  • Maybe some enemy variations could be interesting, even simple stuff like spawning a special one worth more money would be a pleasant surprise while playing.
(+1)

Thanks a lot for your review!

  • Yup, juicing it up with hit sounds/animation and health indicators (among others) is first on the list of additions
  • I forgot about the project description under the game! Added the controls there
  • No continuous firing was half intentional, it happened when I switched to using new input system for which I only check if the button was pressed this frame instead of if the key is "down", but I thought it was cool to give the player more tactile feedback since it is a two button game after all. Is it really annoying? Some other people mentioned so I might change this. Also the firing on release is really weird and idk why it happens, might be something with new input system also.. However it might be a good balance between continuous firing and spam clicking :)
(+1)

I think it’s totally fine to have the actual button tapping as a game feature, not allowing holding it, since I guess it would take part of the gameplay out now that you say it. It’s not really annoying, but maybe you could also lay more into it with some feedback when you have it reloaded or something.

The game is really cool though, so don’t take my walls of text in a bad way. :D

Btw If I were to guess, the button thing could be that you’re just checking the button press itself and not the context.performed on the relevant action. I believe it’s different from the older input in this way.