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I think this concept has legs! I agree with the commenter on the game page that the best strategy seems to sort of counter the idea, just running around with both characters to collect health together. That said, as I started to get better at controlling the characters, I was able to separate them to collect things in parallel more efficiently. I think making that feel more necessary or rewarding would work well -- giving more time in the interludes and then removing the pickups during the fighting period, maybe? I also didn't like health being tied to the ammo -- it's an interesting idea, but made the vulnerability curve less fun: instead of having two separate danger states with different tradeoffs (high health, low ammo / low health, high ammo), there's only one. I think having a regular health bar would work better there. Overall, cool idea, and was pretty fun!

Thank you for your detailed feedback! The idea of removing the pickable objects during battle is a good one. Initially, I designed the game to be like that. However, then I switched between how difficult I want the game to be and stuck to the materials spawning despite the easiness of obtaining them. These are some good ideas you suggested!