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cheers! They aren't bugged, they just don't do anything ๐Ÿ˜… forgot to disable all the other options...

I try to do things with as little text explanation as possible, because nobody actually reads text ๐Ÿ˜‰ what do you think needs to be clearer? 

More juice is definitely needed, yeah. I just didn't have anywhere near as much time to work on it as I wanted!

Tells for the moving enemies is a good idea, thanks for that - I'll put it in when I've got a few minutes spare.

Thanks for the feedback ๐Ÿ˜

(+1)

Ah, that explains it haha

It's definitely not unintuitive with the current setup, I'm not sure what the "right" solution would be honestly. Currently you only have an x that appears over the enemy when the mouse is near them and they are "dead", but that effect is subtle and seems easy to miss, and if you don't move the mouse near one before clicking you may not even notice it. I definitely triggered the dash on accident more times than I did purposefully just because of how sensitive it is. This feels fine, I'm more thinking that from a player feedback perspective it can be confusing what caused the dash to happen. Maybe if the enemies flashed or something to try and draw you to shoot at them more once they are in a dashable state, or if the mouse cursor itself was a crosshair of some kind that changed when in range to dash (maybe with a line showing where the dash will take you?)

Like I said, it feels good to play, it's really more about informing the player about how things are happening.