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"I like how the enemy can hide underneath the spawner things it makes them seem smarter like they got 2 states: 1 chase you down out in the open, and 2 stay still hiding under cover"

This is a bug currently, because the AI is super basic, but that does give me a few ideas when I improve the AI to use cover and hide, thanks.

"so you can't see exactly where they are making hitting them a little bit more challenging and getting shot at by them more surprising -> increases fun"
Yeah I might have a look at using this as part of a design for the levels.

"see this light grey patch? this is a blocker, you crash into it. so it is like a wall or a concrete barricade or something. but look at the sides of the arena, they kind of have a LoZ ALttP type slant to them, so then this middle thing should have that too, right? like the sides of the walls should "pyramid" out around it a little bit, so so that you know it has height. otherwise it just looks like a symbol painted on the tarmac that you shouldn't hit into it."
Yeah that's a good point actually, I sort of didn't notice becuase the center is non slanted, but I'll give this some thought when I improve the levels.

"next up: you need to put a super wide black rectangle behind the game scene so that on ultra wide monitors the out of bounds area is just dark, instead here you can see that to the left (and it is the same again on the right edge) there is different hues of grey and even an out of bounds slab all visible. cover it up with a black rectangular"
Ah yeah, I had the resolution fixed, but it must've broken, I'll keep these in mind.

"And lastly, the movement feels like it gets stuck too much. It IS capable of sliding as if I D (right movement) into an angled surface, I slide up it."
Yeah someone else mentioned the movement, I'm personally not a fan of how it gets stuck on things instead of sliding around it, it'll change on the next movement pass, I do believe it's a combination of not fixing it after I swapped from 2D to 3D and still used a box collision, someone mentioned a sphere can slide, I wasn't aware of that, so I might check it out tonight, if it fixes the movement I might deploy a patch for this, it's not where I want the movement to be, but it was sort of good enough, I also reduced the players speed by about 60% and haven't tested it, which makes me thing this effect worsened.

Thanks a bunch for your feedback, I'll pop it in my Todo list.