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I've been looking forward to playing this one after watching your progress in Discord, and you did not disappoint! It looks great!

I played it on both Keyboard and Gamepad. The keyboard felt overly sensitive, making it difficult to play. The gamepad was a lot easier, but it still felt like I had to sweep across a spot to hit my targets mainly because I couldn't be as precise as I wanted to. I often felt like the reticle was never where I really wanted to aim.

There were also some sorting issues with the bandits. Some bandits appeared in front of another bandit when they should have been behind them. Nothing major, but it did add to the aim precision issues I felt.

Other than that, the game's fun! The gameplay is nicely balanced between dodging, shooting, and recovering. It's tough but fair. And the bosses are a nice escalation in challenge. Very retro!

Great job! Keep up the awesome work!

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Hey, thnx for playing! As you say there’s a few issues… first the crosshair cannot hit every pixel as it moves at more than 1px speed, but lowering that made it really painful to try to aim to something that was far away on the limited resolution, I plan to add some targetting speed settings post-jam to tune it up/down a bit so everyone can find a comfortable balance… then the Z sorting, agreed on that as well… in some occasions (especially when bandits cross paths on the same Z, wich is actually Y-sorting) there’s sometimes issues on the multi-layered sprite drawing order… I need to find where the bug is, probably something silly like applying sorting before moving or something just as idiotic. I did not notice before submitting but it’s in my “wanted” board with high bounty.

I think the speed is fine, it's more the precision.

Something I use to encounter in old gun-con games on PSX (when you didn't have the Gun-con), or arcade shooters ported to PC, was an additional button to control the speed, kind of like a run button. Some games let the reticle move faster when you pressed it, and others would let you slow down and be more precise when you needed it. I don't know the specifics of your game, but one of those could be a better-balancing alternative.

Hope that's helpful in some way!

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Main issue is the limited action buttons available on pico (basically 4xdirections + 2xaction). You can salvage some Player2 controls that are somewhat near enough the rest to make it reasonable to use them but not a big fan of these Frankenstein configs. I will try to tune speed for a start and allow personalization for it by the player, let’s see if this can leverage or at least mitigate the issue enough. Thnx for the suggestion anyway!

Ah, fair enough. For what it is, it's still very playable. So no big deal. Best of luck!

As I said… idiotic bug… one of the branches of execution was not updating Z at all… Fix ready for post-jam update