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(+1)

Fun gameplay mechanic, and I love your art! For a game that involves weaving between bullets, it felt kind of imprecise. Often I would click to shoot my head and find that my character threw it wide of where I clicked. It made it difficult to pull off some of the cool pong-y moves I envisioned -- and of course any time my head landed right next to an enemy shooting out 2 bullets per second, I knew that my run was essentially done. If you fine tune the aiming, maybe decrease the bullet frequency a bit, and shorten the dead-time when putting the head back on so that getting hit during that time isn't a guarantee, you'd have a top notch high-tension action-puzzle-shooter on your hands! Great work!

(+1)

Thank you for your feedback! Yeah, aiming and physics certainly need more work. I have also thought about the case where the head lands too close to the enemy and came up with the idea of giving the character's head a special ability of rolling back that can be activated by player after N amount of time. There also can be some cool mechanics with this feature (like boomerang attacks). Unfortunately, it was just a few hours before the deadline, so I couldn't implement it.