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(+1)

I quite liked this game but I became a bit frustrated as I went through as the aiming crosshair felt really random and a lot of times I was just waiting, pressing SPACE until I got a good shot. The core idea is interesting, but if there was a way to implicitly figure out where the player wants to go and weighting your system slightly in favour of the player that would leave the player feeling less frustrated - perhaps a system like this: when the player presses SPACE, the crosshair will only move around the half of the screen that the player is facing - e.g. left if the character was moving/facing left, right if the character was moving/facing right. That eliminates 50% of the screen and thus massively reduces the scenarios where the crosshair just wanders off the screen and to the wrong place entirely (I had one instance of this issue where I had to attempt targetting 9 times before I could get a jump to progress in one of the middle levels). Not sure if this is the best method of doing it, though, but there might be some good user experience refinements you can make if you keep elaborating on this concept.

Your blue shaded colour scheme is really nice and this game is very polished!