Thanks buddy. We did our best in the time we had - and even so personally had combats with very dark bugs (coding errors) in the process.
Lots of experience gained in this. Never done something like it and im glad i had a great team to accomplish this outcome.
Thanks for trying it out and your helpful feedback.
Yeah we didnt have time to balance damages & hp... We did a rough model of it... So yeah. Lots of room to improve on that area. Not really sure how its properly done (especially without playtesters).
I usually find games easy. Im very good at playing (due my aspie syndrome?) so making it balanced for people not like me is very hard...
So any feedbacks on this - im open to learn.
Not sure about the shroom effect - I'll ask the team. Before it used to last very long (and didnt go away when dead). Now it seems short :P
Oh and about controls... I wanted Alt+click to be the shortcut. But had many issues in unity editor triggering other shortcuts midGame... Later one tried Ctrl+click and wasnt itch.io friendly (accidentally ctrl+R reloaded page i.e.)
So i went with Q - next to movements... But yeah I'm not fancy about it either.
A letter per hand? Hmm sounds more complictaed than it is - dont you think?
Thanks for your words. You're very kind. I can see a brilliant future developing games (for me and my partners). Im happy with the built game. Despite my ant-size short experience i was able to contribute and deliver.
(About the resolution... No idea how to test that on my end :/ guess that's what playtesters are for when real games are in the make)