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In the image titled "Final explosion" is the flash the gun flash, or explosion flash? If it's the former, a delay between it and the explosion based on shell speed and distance might be nice.

I love the time speed up, but does that mean the stop watch won't make an appearance? It would look great to see the hand lift the watch into the screen, rather than being disembodied.

Letting it be hard makes sense, and letting the player know it should be hard sounds like a good solution. That also leaves it to the player to ignore the advice. I remember playing Arcanum and facing a pack of wolves at the start, and kept fighting them and losing. I eventually realized I was probably supposed to run from them, yet I kept fighting them all despite knowing I probably shouldn't.

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Thanks for the feedback. It’s the explosion flash. There’s no gun involved here, since this is a torpedo hit. This may change down the line, especially the camera shake that may be a bit too intense. 

About the watch, I have to keep feasibility and timing into account.  An animated hand is very hard to do well, and would add a few more seconds to each time lapse, which the player would likely get tired of after a while. Repetitive non interactive animations tend to break the flow of the game. It may be already too long as it is. I wanted to find a way to keep the full screen stopwatch but sometimes you have to kill your babies for the greater good.

Exactly how  I feel about difficulty. I feel like we ought to trust the player and let them learn from their own mistakes, rather than holding their hand.