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(+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.