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This was a neat take on the original theme. The core mechanics are good. The added sounds are a nice start. The starting popup mentioning nearby things to collect was a good way to introduce players to the game.

It feels like the collision shapes for interacting and the enemy hitboxes could use some work. While attacking I found that it often did not seem to cause damage to the enemy (no red hurt effect or sound), and I'd move away and try to adjust to a different position to hit them. I was getting hit even when my swings seemed to miss and I was facing the enemy. The animation was clearly passing over the enemy. Adjusting it so the collision shape better matches the animation would help players to know where the hit area is to better position their attacks. Similarly, I found that I had to move around the bodies to get the popup to harvest them.

Overall, a good start, and good info on the status.

(+1)

Thanks for the feedback, and thanks for playing.

Yes, I am well aware that the enemy and loot detection is a bit hokey at the moment. I am using a single raycast, which is why it is too finicky just now.

Just to say, when you attack an enemy, and vice versa, there is a chance to hit, rather than it being automatic. This will become more obvious when the upgrade mechanic is implemented, as some of the upgrades will affect the hit chances.

Maybe I should just add a little floating "hit" or "miss" box when making an attack. Hmmm. Thanks for making me think about this.

(+1)

I was wondering if it was a chance to hit, so yes, popping up something when you miss would be helpful to let the player know that is what happened.