Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I can always definitely appreciate a shot at unconventional control schemes. In this case you have a couple of things going on, the mouse-based movement, the weird spinny aiming, and the healing. The healing is the easiest to describe the problem with- heal orbs sometimes spawn in walls, and there's no indication as to if they're gonna disappear. Easy things to fix- I don't mind the concept behind it at all. The movement and aiming are trickier cause they're more of the meat of the game. The movement I think is the easier thing to stomach. It seems like what you want is a degree of analog control that WASD keys can't offer, which could be something. There's a bit of an annoyance in that you got to swipe the mouse all the way over to the other side of the screen if you want to change directions. In all I don't know if the tradeoff is worth it. Something where the mouse imitates an analog stick seems more like what you want, where the mouse is locked to a small radius and/or snaps back to the center when you change direction. My submission, Devileater, has something like this if you want some inspo. Now, I get what you were going for with the aiming, but I don't think it creates an interesting scenario-I don't know what the actual use of the charge shot is in the flow of gameplay, it seems just like you charge up when there's nothing else to do. I'm not averse to complex situations but it's simply the case that it is orders of magnitude easier to run through the levels rather than methodically take the enemies out. I don't have a suggestion as to what to do with the aiming since I think it would be easier to make the weird movement work. Anyways, hope this helps.