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(+2)

Nice game! Felt satisfying every time I’ve managed to keep the guy alive for little bit longer than the last time. I think this idea could benefit from two things:

  1. Allow the player to choose where they place the item. I know the theme is “Out of control”, but a little bit more control would make your decisions more impactful, leading to better gameplay. You could then add more items, like grenades to damage groups of enemies, or sniper shots to do lots of damage to a single enemy. To make it difficult, there would have to be a minimum range around the player in which you could not place the item (so the player can’t just put the upgrade near the character every time).
  2. Add some visual stat tracking, either as progress bars or pure numbers - it would be nice to know how much more range or damage I’m getting from each upgrade. Sometimes it felt like picking up a range or attack speed upgrade didn’t do anything.
(+1)

Thank you very much for your detailed feedback!

For point 1, we actually considered several different mechanics, but they all involved keeping the items only in the right side of the screen and we found it's hard to focus on both the scene and the item list at the same time. Once we got the item preview idea implemented, it improved so much on the playability that we decided to stick to this mechanic and put the original ideas on hold for the duration of the jam. If you are interested in what options we considered I covered it in our recent devlog video, it's from 4:48.

Point 2 is also a very good point, we had some ideas on showing the visible range by blurring a bit the rest of the screen for the range for example, but we didn't have enough time in the end to implement these sadly - we were quite new to Unity, so anything which involved a more technical approach like shaders were a bit out of our reach. If we ever continue working on this again, we'd definitely add these!