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It is incredible how much you were able to do aesthetically in 72 hours. I assumed this was a Major Jam 7 submission lmao

The two tracks for the game are both excellent, you absolutely killed it and its def my favorite part of the game. The art and shaders for the game are all excellent too -- the vibe of this is just incredible

I think the gameplay and quality of life stuff is where things fall short: I'd think an ammo refill, health indicator, and a more generous hitbox on the enemies would have been nice. It feels very hard to hit a target with how 1:1 the hitbox is vs. the model. It also makes the issue of "guns are expensive" even worse when wasting ammo is so bad. Also, a flashing shader for scrap on kill would have been nice to indicate you can pick it up: I had no idea you could until I was like "why am I not making any money?" and then I figured it out lol

Also technical bit, but shaders and particles and materials and etc. being preloaded would have made for a much smoother experience. This game is absolutely massive and even on my new rig, stutters quite a bit on entry / whenever an effect gets cached in.

Overall really loved this entry. I'll definitely be playing the update if/when it comes out : )

Thank you for the super detailed comment! It really means a lot you liked the music (I was a massive fan of your games music as well lol).  I did some testing and you're right about the lag. Your points about shader initialization didn't even occur to me because I figured Godot 4.4 had included new ubershaders to mitigate that stutter entirely, but thank you for bringing it up because it would have never come to my attention otherwise. Those stutters have haunted me for as long as I have been making games I thought I finally was rid of them. I'll definitely release a quality of life update down the line + a clearer objective!