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Yeah the enemy health is something I just didn't think about. The way I set it is for the big monsters, it takes 2 fully charged headshots to take them down. So a full charged shot is 50 damage and a headshot adds a 2x multiplier. The monsters have 200 health so if you don't charge your shots and don't aim for headshots it takes longer. I had my brother play test it but I think that's one issue with having just one play tester is that they're always comparing the game to what it was in the past. And before the arrows and draw speed were a lot slower so in comparison it probably felt better for him but in actuality maybe it was still too slow. I don't think there's a slider for the music, I might have made a mistake. but there should only be 3 sliders a master, dialogue, and sfx. I might have forgot to change the label text for the dialogue or something when I exported to mac though.

Thank you for trying it out :). I will definitely be adding in some more polish to it if I continue with the project :)

(+1)

Ah, that makes sense. I think I should give it another shot (so to speak). I'll have more time tomorrow. Also, you're probably right--there was a master slider, and I somehow got confused and expected music. But still, music would be cool!

Re: playtesters, I didn't have any, and it definitely would have helped me. It just didn't occur to me to try to find some because simply producing a game seemed like a lift in the time we had. So I applaud you for having anyone test out your game at all!