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Azure Arena's itch.io pageComments
yeah the acceleration input bug's been fixed
the leveling/ timer is meant to work like that
projectile speed has been decreased, view's basically halved now, the idea is that projectiles are aimed at where the player is going to be so you're supposed to change direction, i'm definitely going to explain this and the UI better with text
win10 does a screen preventing / discouraging from running. says "unknown publisher" and "could damage your computer"
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Nameless Project 1yeap, no warning now
made it to the start of level 5
- i question the bullet system. are the drops random? (with a chance the player runs out, at no real fault of his own) or are they scripted? (meaning if the enemy takes, say, 3 shots to be killed, but then drops you 3 bullets, it's not like you're even gonna run out). it's not like you can "waste them" by missing, since you can't shoot when not targeting
- didn't see an exit button and had to alt+f4
- the ui was kinda small, was hard to tell when i got hit and how much hp i had left
- the projectiles and enemies were too similar in colour, making them a little hard to distinguish
other than that great job so far
>would you say the UI specifically is too small or everything is too small in general
everything is on the zoomed-out side, but i don't mind it (tho it would be nice if you could see the main character / enemies sprites up close, maybe as a menu background or during a visual novel style conversation / cutscene. to make them less (pun not intended) "distant")
the ui's size is the only one which is kinda bothersome to me, and even then mainly just the healthbar
A little simple, but checks out. I've blindly dragged the mouse towards the enemy, hoping to hit things for two minutes until I realized that there is actually a cursor for me to follow visually. It's just everything is so tiny. Could benefit from a closer viewport, and maybe a larger DrawGUI event, and some audio for at least when you hit, get hit, or pick up some health.
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