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(+1)

Cool concept of balancing combat and movement.

It was a bit frustrating to see an enemy appear too close to be able to respond, since turning is so slow. I would have to [S] then [A] to run away, turn around and shoot, which got fairly repetitive (and not fool proof). If the movement was a bit smoother (faster rotation on [W] or the ability to dodge more effectively, or having [E] and [D] shoot in different directions so you can choose which one to use) that could compensate for the slight clunkiness of it.

Thanks! for the frustrating part about the enemy i know, but because the music changes i felt like you could still sense that something was coming.

For the controls, i didn't want to make them faster because of the "physicality" of the act (its a chainsaw that is moving, or a super heavy sword). for the shooting, in the disclaimer i also tried to say to not see it as a classic shooter. sure there are weapons, but i liked the idea of using them just to move and escape. It's a bit clunky tho, i agree.

Thanks for the comment :)

(+1)

Absolutely agree that you nailed the physicality of it so keep that in!