Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Thanks! Figured I won’t be the first to make a first person parser, but at least I can try going for style over substance.

It’s true, you can cheese out the game. I did try to implement a constantly depleting HP meter you fill by killing stuff or by moving. It solved the issue, theoretically at least, but it felt like cheesing the player right back. I wanted a tight game with no wasted commands or superfluous elements.

Eventually I opted for a simple combo system and a few enemies that block your path and change lanes. Is it enough? Not really, and had I had more time I would have enhanced the spawn algorithm and added more enemy variety to truly create a more dynamic experience. But I’m happy with what I got.

(+1)

My first thought was simply taking damage any time you let an enemy pass, like in a tower defense or something. But I get wanting to keep the game clean. It's a fantastic result for the timeframe and the experimental idea.

(1 edit)

Which was also something I threw around in my head! But opted to not use it just to keep it tight - one hit and you’re dead.

Y’know, in hindsight I think that had movement been a 2-character command instead of 4 or 5 players would instinctively move more just by virtue of how easy it would have been. Thanks for the kind words though, appreciate it.