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Aha... the lag...

That's actually not lag, that's a deliberate 'pause' (as in, I coded it to wait) whilst the AI 'decides' what interrupt to take. I wanted to make it more clear with some SFX and turning the screen grey but I didn't have the time. The simple AI mooks don't even Evade that often anyway.

Camera is middle click + drag. It's still not great though (you can move it whenever, including when your probably shouldn't, though it is at least limited to the map's bounds)

Yeah, if I had more time I'd try to clean things up more; more levels, more enemy variety etc.

The art is... the art is hilarious. The textures are 99.9% gradients whipped up in photoshop and creatively applied by abusing uvs. It shouldn't work. For all that though I agree they're weirdly compelling. My two complaints on that front (again, lack of time) is being able to give the MGs faces / expressions and having to battle the unity lighting system not to wash out all the colours.

Could you expand on where you feel the balance is poor? I realise having the one enemy type shoots it in the foot out of the gate but still.

(+1)

Ah, okay. I mistook it as a bug, I didn't realize that it was something partially implemented. I missed the camera entirely as well.

Sometime things that shouldn't work, do.

In terms of balance, two things stuck out to me. I was able to win easily using just the blue character and the pink character; the enemies were very weak and there weren't many of them. The charge attack was also very difficult to use effectively. I think these are probably issues related to the limited scope of this demo but maybe some tweaking could be done.