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(+1)

Thanks for this great feedback! Glad you like and gave me ways to improve it, since you miss things in the rush of getting things setup and testing mostly on your own.

I was not aware about the posibility of droping in the crate spawn, it might be because the collider is set a trigger instead of a collision so the rigidbody goes through it. I recall setting up with a sphere raycast to ensure that it won't spawn thing when something is above it, maybe the trigger is a left over of the initial implementation.  Thanks for pointing it out. 

I agree on setting the camera, I made some "half walls" to prevent getting block, since I couldn't implement a shader to make things invisible, but I should have extended that as a default for horizontal wall that might case a negative impact. 

The FOV could have been different, it was a hard decision but I found a solution, by implementing chase and attack minimun required distances to ensure a more "predictable" behaviour. Increasing the FOV is a good idea. 

Thanks again for the great feedback. Now I got very define points that must be fixed.

(+1)

"I agree on setting the camera";

You would add a camera further from the player character, and/or add the mini map for locate the nearby enemies, or assign the screen edges with warning arrows to mark up the close enemies. 

If you want to be more fancy, you could make this into a 3rd person game, or able to move/look with joysticks. It's really up to your team suggestions for the which technical implementation is used, while on the game idea itself is enjoyable and also fascinating.

(+1)

I believe the sweet spot can be a combination of those techniques, keeping it in that perspective but zoom out a little bit and use it's tentacles as arrows, so they will extend to the enemies that are close to it. 
I can add a 3rd camera option with a minimap as suggested.
Glad you liked the idea, I was coding another game, and by Wednesday it did not felt fun, so I started again doing this one, those days lost would have been useful, but well, you live and learn.