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hey! thank you for the thorough feedback! yeah I fully understand what you mean - this was literally my first time making an AI for a 2d platformer and it's by no means perfect. I had to rush/hack a lot of behavior and sprinkle in a fair amount of randomness because of the time constraint. 

To be fair though, It's not completely random - it has some basic set behaviors that it cycles through on a periodic basis, only that it does so in some ways that (aim to) don't make it feel too "scripted", for lack of a better term. Though I'd definitely make it very different under normal circumstances - and yeah, we also missed a lot of details like telegraphing, giving some sort of hit feedback and such, but we chose to skip that and go for more general polish instead, we were mostly concerned with the idea and the presentation than pure balance.

And yes you're correct, we didn't add scaling difficulty because we really didn't think it was worth it for the time constraint - the game is hard enough as it is (unless you exploit the AI, which is a thing, but it's a boring way to play anyways, so we didn't bother too much about fixing it), but that's something we're currently looking into adding in the final game.

Though I don't get what you mean by jump cooldown? It doesn't have a cooldown, maybe it's the fact that I didn't add a buffer to it so you can buffer the jump right before landing, or maybe you're just getting stunned by enemy bullets? because that's a thing too (at least for this version)

Anyways, we really appreciate detailed feedback like this - we're gathering as much of it as possible for the next steps. Thank you!