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(+1)

Hey I recognize those ammo sprites!

I'm not much into the idea of a time trial target thing as opposed to, for example, a sidescroller with actual enemies.
It feels like it'd get repetitive fast especially if there's no time limit and you can clear levels by taking your time.

Great job with the juice, the weapons and sound effects are punchy.
The arsenal seems good enough for what you're trying to do, the shotgun doesn't seem to really have a place I'd make it have some knockback so it doubles as a mobility tool, TF2 force-a-nature style. It's a fun trope I even added that in my game. 

The only thing I don't like about the movement is that you can't fire up or down when sliding on a wall: it's easy to accidentally snap to it when trying to hit a target that's above you. 
It also might be nice if holding down while mid-air gave you downward velocity, it could be used to get on downward slopes faster or just better air control depending on how tricky you intend to make the level. 

Cool start though, I'll check this out again next time.

(+1)

thanks for playing! The target test being the main gameplay loop is a placeholder, it was pretty much the minimum amount of work necessary to get the demo in a playable state. I agree it would probably get repetitive

the shotgun does have knockback, but it is additive to your current velocity so if you are falling it will slow your fall rather than immediately bounce you up like the force-a-nature. If that wasnt obvious then i probably need to either buff the recoil or play with having it give you some minimum velocity in the direction of the recoil (maybe just in the y axis)

I'll try out being able to aim up/down while wallsliding, i think that is a good suggestion. I like the idea of having a fast fall to go crazy fast landing on slopes but it wouldnt mesh well with having to aim downwards while jumping the way it currently works. 

Thanks for the feedback, it is much appreciated! several of your previous suggestions improved mage tower massacre as well.