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(+1)

Hello,

Thanks for the feedback! I'm not entirely happy with the difficulty level either, but I do think the game isn't far off the difficulty level I'd like. I'm comfortable with the game being decently hard. However, we're planning to add more progression mechanics so you can level up and get stronger between runs, so hopefully that helps remedy the feeling of frustration when you lose.

Additionally, once we get combat stats and level previews into the game, you'll be able to make better decisions about what to take with you into each level.

Hope these changes will do something to address your concerns, even if indirectly. Cheers!

- Dpodz

(-1)

what im thinking is take the player out of the cart and give him wasd movement, simple as that, it doesn't even have to be that much, just fast enough to dodge a few attacks, and you can keep the boost from using weapons, as combining both those movement methods will make a higher skill cap, allowing strafeing, dodging ranged attacks better, better meneuvering around enemies, and so much more, it will fix so many problems.

(+1)

We're planning to keep shoot to move for this game. It's an intentional design choice, and we want to find a way to make that work really well. This game is being designed for mobile, and while it's possible to get a WASD-like movement scheme on mobile, we've decided to stick with shoot-to-move and make it the core of our design philosophy

There are a few reasons I think it's a good choice. It creates a need to discover new weapons to find better movement options. It adds an additional balancing dimension around weapons; items that block enemy movement or increase player movement would be redundant with WASD control (in other words, it gives more room to design cool items). And lastly, it's something I want to explore and try to make as good as possible, since very few games use shoot-to-move as their movement mechanic.

I know this doesn't really give you what you want, but I hope you understand why we've made these choices.

Cheers,

- Dpodz

(-1)

well my idea was to combine the two movement methods, allowing for both shootboosting and strafing, making the character agile instead of clunky, as the more clunky the controls the more permadeath will make you rage, and i think that combining simple wasd movement with shoot to move will make a game with a high skillcap and many ways to maneuver around your enemies.

(+1)

I like the 'no move' idea, it's hard sometimes, but i realy like it. please dont change this