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(+1)

Pretty solid so far!

I really like how the slide feels, the weapons are versatile and varied, the visuals look great, I like the soundtrack so far, you can rebind the controls which is always a welcome inclusion, the enemies are decently varied, I like the branching paths, there's a lot to like here for what is so far only a prototype.

 If I may make a few suggestions for things that could be changed, or perhaps more accurately things that could be added if you feel they fit the game and/or aren't too beyond the planned scope of the project:

-What if you made it so, when you hit an enemy with an attack, the projectile, in addition to exploding, also had debris particles? And if you do that, what if the number of debris particles were based on the amount of damage the attack did? Might give the combat more of a punch (it already feels nice don't get me wrong) and while conveying information to the player, if you think it wouldn't be too hard to implement/too far beyond the project's scope/etc.

-What if the player could adjust the height the cluster bomb fires at using up or down? It could potentially make it too good admittedly, so I can understand if implementing that wouldn't make sense for balance reasons, but it has the potential to be fun so I thought I'd suggest it in any case.

-Perhaps adding a slide cancel button could make sense? As it stands there isn't any way to cancel a slide early after it's been started best as I can tell, so adding a button mapping for cancelling a slide could be helpful as an option. Alternatively and/or additionally, perhaps pressing down could cancel a slide? It's not really necessary, the game controls fine as-is, but not having to commit to slide speed (keeping in mind you keep slide speed if you jump while sliding until you land) would potentially make the game a bit more forgiving.

(+1)

Thanks!!!


-Yeah I was thinking of doing that with the Remote Missile. It doesn't have enough impact in general.

-I was thiinking of adding back the multi-directional shooting for a few weapons, but decided against it for the demo due to time + I wanted to avoid giving it to the Flame Cannon as it'd break the one puzzle in the level. I'll see what I can do!

-Sure! I think Down will work fine for it.