The first thing I did in this game was to go and break the portal immediately. If perma-death is on the table, I want to know what the upside is ASAP. Getting my little gattling gun going felt great! I was cruising through until I eventually ran out of ammo. I didn't realize this was a thing up until that point, so I got punished pretty hard for being so cavalier with my bullets early on. Larger fonts and/or some additional eye-catching UI might help make this more apparent from the get-go. I did not feel nearly as overpowered with just my sword and I bit the biscuit not long after. I definitely did teach me the lesson of why I might want a portal back home before going all in.
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Oops! I see now that the instructions mentioned the weapon swap controls and everything. I just got too lost in the sauce.
On UI, it can be a huge time suck, so glad you were able to get something in to move development along. On the last day of the jam, I planned to churn out the UI, SFX, and spice up the starting and ending screens a bit. UI work ended up just ballooning up to fill that entire time frame. In exchange, I feel like I did finally learn enough about UI in my engine of choice to make it come together much quicker in the future.