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I found the mechanic to be interesting however movement was a chore. It was slow and then the collision check happened after the movement rather than before. So if you collide with a wall it stops you dead and then you have to stop moving and then try again. Unity has a great collision system, you can even lock rotation so everything always remains aligned. So the movement mechanic was frustrating but the game mechanic was compelling and I could see it be used to very good effect.

Thanks for playing ^_^ Did you give each level a go? (there's a level select feature if you wish to skip).  I've been thinking about your feedback for a while and wondering "why is everyone saying the movement is slow? Seems fast to me... Any faster and I run into things". I understand now. I forgot to normalise the diagonal motion, so my habit of moving diagonal has been making me faster.  I've also been playing with a small screen whilst everyone has been playing with fullscreen (which again makes it feel slower).  I've tried in fullscreen and my god it's horrendous I feel you aren't going diagonal.  I'll be sure to fix that when I revisit this! ADDED TO THE LIST!! ^_^

Honestly, I got frustrated after a couple levels because it took so long to get to the point I was at in a level then I got stuck and was forced to die so I gave up. This goes back to the movement mechanic being very slow and having annoying collision detection.

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Yeah, I'll be working on that for the next few weeks :) but I'm not updating anything till voting is over (not even movement speed). I have a long list of things to fix and I can't wait to upload an updated version where all those things are fixed ^_^


Level 2 is probably the worst as far as design goes. 3 and 4 are a lot shorter and 4 has a gun ^_^