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Interesting mechanic that you have to manage reloading a lot because it takes longer. I won't mention I saw the other comments give feedback on.

Might be me but it seemed like the diagonal movement was faster than straight line movement. It's not necessarily bad and could be be used to gain the advantage sometimes but I'm not sure if it was intended or not. If it wasn't, the likely cause of it is that you probably take something like vector for movement/direction and when you move horizontally you only set its x value and when you move vertically you only set its y value. For diagonal movement if you just set the x and y to the same values you set them for straight line movement the length of that vector is actually longer than the straight line's ones. You usually fix this by normalizing the vector, that is keeping its direction but setting its length to 1. Here's a video on it if you're interested:

But yeah, if it was intended then that's an interesting choice and players could exploit it.

Also the enemy variety is nice but they all seem to clump up together. Maybe some stationary enemies (like the archers who still pose a threat by shooting) or enemies that have preset movement patterns would spice it up a bit. As everyone else, I only managed to reach level 2 so it's possible that you did have more variance in terms of enemy movement later on.

Overall, the game has nice ideas and with a bit more fine tuning I think it can be even better and it's still an impressive achievement for a jam, well done :)

(+1)

Thank you for the feedback! It was sort of a both option. I made players move the same speed in all directions before but the player kept getting caught in the wave of enemies and I didn't want to increase the speed so I set it back to faster diagonally. And who knows? maybe I do continue it.