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Thank you so much for trying my game! The rotation is represented as a directional unit length vector which is how camera directions in 3D space are typically represented. The idea in the game (at least in the first three levels before wind and arrow drop are presented) is to form a vector between your position and the targets position and then normalize that vector to be unit length. That unit length vector is what the aim direction vector should be for hitting the target. I don't really know how that information could be represented as an arrow or sound in  a way as effective as this. However I do understand it can be hard to interpret the information as I should have probably explained this better in the game. Again thank you so much for trying my game and for providing very useful feedback : )