Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

The mortar as the core combat concept feels like it has a lot of potential, but for some reason just never felt like it clicked to me. Maybe it didn't feel like there was enough feedback on the hit, I dunno. I also found all the boss fights either incredibly easy (stand in a safe spot and spam shots) or incredibly difficult (constant attacks that felt almost impossible to dodge while actually returning damage), and regular enemies felt just kinda tedious to fight with their unpredictable movements.

To be clear though, I do love the idea of the mortar; and I love a cute gal with huge guns! I think with some work on that you'd have a really fun to play character, and that's before we get to the platforms.

It took a while for the platforms to click, but when they did they definitely felt like an enjoyable way to move around the space. Something about them always felt a little clunky or janky, but not so much that I was frustrated yanno? With a couple platforms available to me it was enjoyable to look at where I wanted to go and ask "how can I put these pieces together to get there?"

I'm not entirely sure how well the platforms and the mortar mesh together, but both are systems with a lot of potential that could become really excellent if you find out how to really marry the two.

(+1)

Thank you so much on your feedback! I totally agree about the mortars, they need some work and that's a sign of my skill level. Fun fact, they actually deal more damage the longer they are in the air. With the idea being to attack from far away when you can and to use the platforms to get extra hang time when you have to be close. But that was hard to convey and while one of the bosses can be exploited with height (the lingering ancient) most people learn to strafe. In the end I decided that for the game jam all enemies would just pulverized by a few shots to avoid any frustration at figuring this feature out. 

I'd love to hear your extended thoughts on why the platforms felt jank? I'm trying to improve how they feel and emphasize that them going through walls is a design choice. 

(+1)

Ooh, I didn't notice the damage increase - you're right, that sounds very compelling as a mechanic, and I'm looking forward to seeing how it gets developed on :>

As for the platforms... I can't exactly put my finger on it. If I had to guess, I maybe felt like I had difficulty placing them precisely? Even with the secondary controls for precise placement. If I get the chance I might swing back and give the game another play, let you know if I have any more defined thoughts.

(1 edit) (+1)

Thank you so much! I already appreciate the feeback tons! I'll return the favor soon I promise! I'm suuuuuuuuuuuper looking forward to your game!