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Thank you so much for your feedback and compliments! I stayed up very late Monday Night trying to figure out what was going on. After some much needed rest and a good breakfast, I figured out the issue. When the enemies are killed, the character mesh simulates physics and wobbles about. The character capsule continues to move, collide with the player, and cause damage to the player. I have resolved that issue and stopped the capsule for functioning on death. Unfortunately, I didn't figure this out until after the submission window was closed, so I couldn't upload any changes. As for the enemy health, I'm not sure which direction we will be going with in the future. I know the spawn rate is set far too high for how long it takes to kill the enemies. Also, the firing mechanic has two modes. There is an automatic fire rate that we desperately need to flesh out, and there is the ability to spam the mouse button to fire a fast as you can tap. I couldn't figure out how to limit both mechanics smoothly so I settled for infinite spamming with an eventual upgrade to full auto when held. My team also had a wonderful post-jam brainstorm and I think we will continue to develop this game.


Again, thank you so much for your feedback and kind words!I hope we can push out a more functional and fun version soon!