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(+1)

Best implementation of the special item ive seen so far. I like that. Not the biggest fan of clicking for every shot, holding down would have been better imo. Not looking in the shooting direction is weired and the world is pretty booring though.

(+1)

Hey XRayHunter. Thanks for the feedback :D. We were aiming for a hack&slash implementation, just like D3/D4 is doing. We were thinking that if we wanted to add a hold-to-shoot kind of mechanic, we would need to have a fire rate etc. We prioritize a WebGL build & polishing (as much as we could in order to submit in the timeline).  Yes, the world is some-what boring indeed! Although we had created the assets, we did not have the time to create an Z Order Buffering for the tiles. A small reminder, the whole engine & gameplay were made from scratch. We only used Raylib & Emscripten as a third party tool.