Pretty cool art and gameplay idea. Wished there was a way to make the game maximized on screen. The text announcing the target is a little too hard to read against the background, and I'm not fond of how the auto-target lock switches focus on characters (at just the wrong moments too!) - perhaps allow for manual targeting instead?
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Thank you so much for the feedback! The first two problems were decisions made in haste, but I had no idea that the automatic target lock would cause players to miss their targets. Did the wrongly timed target switches occur whenever you approached the targets (because there is a minimum range for the executions) or also in other situations?