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Interesting game, I actually enjoyed playing it! :) I have some small complaints however. I don't really like the font you used since it is too hard to read. You should be able to find other pixelated fonts that have a grater level of detail, so you can read them easier. Also, it seems like you can play the game only in fullscreen. Here is how it looks like if I don't make the game fullscreen:  While the controls weren't bad (I mean what could be bad with such simple controls), I feel like there was no need to be able to move your mouse all around the screen, since all you are doing is changing the angle. So what I was thinking about is that you could make it so you can move the cursor only in a circle movement. For example, you could only move the cursor on the outline of the red circle (so not inside the circle and not outside the circle): 

instead of the whole screen. However I did not finish the game so there may be a reason for being able to move the mouse on the entire screen. Also, this is just an idea (which may not be that great in practice, I don't know), you can keep it the way you want :).

(+1)

Thanks for the feedback.

The font - ya, it is a bit hard to read. I know even I have trouble distinguishing a few letters. M and N I think are the worst for me. I seem to recall on the last project I did with this font, I strayed away from certain letters in my text due to that issue. Wish I would've remembered that two days ago. This font just happens to be one of the best on the Unity asset store for free. Others are either ugly or not even actually font, just the letters in a .png so I'd have to drag them in manually.

I mostly intended for the game to be played in fullscreen. I think you would have just lost too much of the room if you played in a smaller window which would have made it unnecessarily hard. I could have made the text scale with the size of the screen and then it at least would have been playable, but when testing it, I just pressed play in fullscreen and it made the text readable so I didn't bother due to time constraints.

For the mouse, it's only an aiming reticle like that so that I could hide the hardware cursor. I found when I just had the mouse hidden, I got a bit disoriented. I do like your suggestion. It would have made a bit more sense to have the mouse just be a little arrow or something and have it stuck to that red circle. I do have the technology, that's exactly what the glove is, it would just be a bit farther out from the player. So, I just tried out your suggestion a bit. I don't think it added more precision than just having the glove aim to where your mouse is (and have no mouse). It still had the same issue I found with not knowing how close your mouse was to your character. When the mouse is very far from your character, you have to move your mouse a lot to get it to rotate to where you want. When the mouse is closer to your character, moving it the same amount will probably shoot past your intended orientation. To fix that issue, I could potentially have the camera skew towards where my mouse is to subtly tell you where your cursor is without showing it. I have heard people say cameras like that can make them dizzy though. Or maybe another solution could be to not aim towards the cursor, but rather have moving the mouse just rotate your aim point around that circle at a fixed speed so that movement of the mouse always moves your aim by the same degree.