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Chaining and then destroying enemies was pretty satisfying. I liked how the chain dragged things together letting you set up some nice quick kills. I did feel like the melee enemies moved/aggro'd a bit too quickly and it was hard to react in time. The cooldown on the chain was also maybe slightly too long as well since if an enemy aggro'd you'd typically want to chain on a box then the enemy (unless you get lucky and they're already right next to a box).

I'm not sure how I feel about health being tied to energy. On one hand I totally get that you want to discourage just shooting since I noticed enemies take significantly more hits to kill unchained. On the other hand it kind of feels bad when you lose most of your health setting up the chain and then you don't actually have enough energy to kill the chained enemies.

(1 edit)

Hi! Thank you for your detailed feedback. It was very helpful. Most people have similar feedback about how the chain cooldown is too long. While it was my intention to make the player be more strategic about their chain usage, unfortunately it also reduces the feeling of responsiveness about it. I do think it's a better idea to reduce the cooldown of it by a little.

The part about losing most of your HP when setting up the chain and then running out of energy to kill enemies does feel bad and after a bit more playtesting, I've realised that. I'll be tweaking gameplay elements to strike a better balance in these mechanics. For example gaining energy the moment you create a successful link, to ensure you'll always have a supply of energy to kill chained enemies.