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(+1)

Thanks man :)

  • For animation I used Unity's 2D animation rigging package (as art is my weaker area) which makes it a lot easier for me to animate as I can use key frame rather than frame by frame 2D pixel animation
    • The set up can be a bit tedious though as you have to separate your character into layers, rig it, and in the end of the day it's still animation which is always hard to get right.
  • Wanted more weapons to be honest and wanted you to  be able  to cash your weapons in at the skull too if you wanted to.  for more points (adding to the collection theme) sadly time is finite.
  • Combat and movement was definitely something I wanted to work a bit more on, as I really like simple but scalable combat system. I released this game ( Acquisition) with a friend 2 year ago. and what I achieved with the combat and movement there I was very happy about. As it was simple to learn hard to master. Where as for this jam it was both hard to master and learn.
    • For enemies I had planned to have one main type, but then have the weapons they are holding dictate their behavior. Essentially every thing player can do the enemies should be able to do too, so the player has to adapt to their equipment. Had  a ranged weapon and couple different melee type in mind. but again time.
  • Progression would had been nice, but I think I kinda went for an endless ararcade like kinda game for the jam. If I was to develop it further I'd change it up a fair bit I think.

Appreciate your feedback thanks alot :)