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Cleared all 10 levels!  Very fun concept, and that last level was definitely a doozy but I think it was the right difficulty for the finale of the concept.

The augmentation added a really fun element!  I think perhaps it could be clearer how it works as someone else mentioned - initially I thought that I was supposed to be selecting some options off of the wheel and that the options just never loaded - I didn't realize that moving the circle *was* the augmentation for a bit.  Once I figured that out, I really enjoyed the concept.

While I enjoyed the 10 levels very much, I worry about the staying power if/when you expand it.  They're great puzzles but without adding additional things to puzzle through, be that new things on the level, new things your bullet can do, or a combination of both, I think it won't take much longer for it to feel old even if you also change the scenery.  With that though there'll definitely be a balancing act to avoid bloat, but I'm sure you already have plenty of ideas for it.  I look forward to seeing what becomes of this!

Thanks for the detailed feedback, this is extremely useful. Yeah, that mechanic isn't well explained, I need to at least add a custom animation and see if it helps.

This game was made during a weekend for a game jam, the theme was related to have only one, so I the idea is to hit all obstacles With a single bullet. But if I develop it further it won't need this restriction anymore, so we could have "puzzles" that require multiple shots in different parts within a time frame, which could be fun. I would also make use of the super slow motion inherited mechanic to add some cool vfx like wobbling sructures upon impact, rain and breakable structures.

Regarding the levels, I would like to add a story element to it, and make the current levels just some training sections to introduce new mechanics between the actual missions a la "The Wanted" movie. The missions could be assassinations that happens in unlikely places and that make use of the fact that you can curve the bullet, but you would still just control the aim of the character, and it would happen in a small and predefined scene+setting.


But this may be a bit of a overscope, so I'm thinking about other alternatives for this game that don't increase the scope this much.

Definitely - don't let my comment about adding features to increase staying power make you start thinking too far out of scope. :p Some of the things you mentioned, especially making the slow-mo more involved, I think would be a great direction to take it.  Wobbling structures, breakable structures, timing (imagine needing two bullets to hit at the same time so you speed up/slow down one to match the position of the other that you fired previously), etc.

No matter what though, this definitely deserved the recognition it got from that game jam.  I'll be leaving it in my library to remind me in the future in case it turns out you put out a full release. :)