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Thanks so much for the feedback! I'll make the collisions smaller so that the collisions are not too unforgiving(I needed feedback because after playing my game like 15 times I got too good at it and I didn't know if it was balanced or not.) I'll try to add an ai enemy system and make the enemies a bit harder in the beginning. I will also add horizontal recoil. In about 35 minutes after this post it should be good to play! PS: Try to get to the boss, its my favorite part!!!

Okay, I gave it another play, and I think that the game is definitely improved by the changes that you made! ^_^

Oh, one thing that I forgot, related to collision: When the player collides with a small step, it might feel better to just have the player automatically move up it, rather than having to jump up every single time.

In other news, I got to the boss! It's a rather cool idea for a boss, I will say!

I didn't beat it: It took a while for me to find a way to reliably hit it without getting so close that I was immediately destroyed, and even then, the seeking shots that it fires don't time out, sometimes leaving me dodging them for a while before they hit the environment! I also ended up with a problem in which it didn't reset its second phase (which I gather gives it a bayonet for melee damage), meaning that I immediately died on attempting to restart the fight!

Still, it's a creative concept--I do like that it initially presents as a weapon-pickup, only to turn into a fight! ^_^

Could you tell me how to recreate the bug?

What happened to me was simply that I died while the boss was in that "bayonet" phase. When I returned, the bayonet was still there.

(I had something similar happen in earlier phases, in which it seemed that the boss hadn't reset its state, but it was quite intermittent, as I recall. You may have to try a few times to get it to happen.)