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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. 

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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.

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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!