thanks for playing!
- i think i made default walking a bit too slow, i might toy around with having the player slowly accelerate to dashing speed once they are at full walking speed
- im glad you liked the movement options, "not particularly striking" is kind of in line with what im going for since im burned out on things like celeste dashes
- i agree with your points on rocket jumping, its hard to reconcile metal slug style aiming with the mechanic. your point makes me think it might be worth trying to implement a mechanic where you always get some velocity component in the direction of the explosion knockback, currently it is just additive so it is counteracted if you have downwards momentum. I think this might be the issue Shotgun Anaconda had as well
- those are some nice times
- The current setup of shooting at targets being the main mechanic is temporary, im hoping if this barebones setup can be tweaked to be fun on its own that it will make a strong base for a more involved game. Still definitely gunning for the movement autist audience.
I appreciate the thorough feedback :)