Skip to main content

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

The weapon rotation concept, while fundamental to the game, unfortunately becomes annoying when you actually use it. While the principle is somewhat similar to healing—hitting an enemy requires skill—the current method feels incredibly tedious. I don't know how to reliably fix this, but various approaches could be explored: a reaction-testing minigame for shooting, shots that initially fly along an incorrect trajectory but can be aimed at enemies with the mouse, or at least a reduced maximum barrel deflection range combined with the ability to rotate the character.

Regarding healing, it initially looks interesting, but firstly, it requires adjustment for tight spaces, and secondly, it begins to feel routine after the first try. A limited supply of first aid kits could be made and scattered throughout the levels, or a healing meter could be considered that would refill as you kill enemies. A small note about the interface: I didn't immediately realize that the number under the health bar represents the number of remaining first aid kits and isn't connected to the shot charge bar to the left of it.

I also don't like the idea of firing a charged shot in the opposite direction of the barrel. This is also inconvenient, especially with the current infinite barrel rotation around the player's axis.

Despite the shortcomings described above, I generally enjoyed the game due to its pleasing minimalism, good enemy design, the presence of physical interactions in the levels, and the various mechanics introduced in the game, even if they are simple.