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(+1)

its like meteor crossed with rainbow six. nice.

The music is pretty good. The camera is a bit too slick it moves around a bit too much. I don't know if the camera is always centered over the point of aim or something, but if you could decouple them so that the point of aim could still be flicked around really fast but the camera accelerated and slowed down to keep with it might be a bit better to smooth it out, just look how much the on screen position of your chara jiggles about when rapidly aiming at different spots on the level for what I mean. I wonder how it'd look and feel if the rotation's pivot point was the charas on screen location so they didn't move in screen X/Y coordinates when the camera rotates?  Might not be possible because you can look further to your left or right depending on where the mouse is, but I just feel that its a bit too jittery the way it is now.



for some reason my l in health was grey instead of white?


So what I'm showing here (drew mouse cursor back in because screen shot removed it) is that your mousewheel to partial open the door loses focus on the door unless you chase it with the mouse. It'd be nicer if the entire "door sweep" walkway area was a mouse wheel scroll receptacle that gave it to the door instead of cursor having to be over the thin door sprite while it moves for the input to keep moving the door.

Thanks for the feedback, the camera offset and the door interaction areas are something that I'll have to experiment with to fine tune.

Is the grey l something that always happens or one-off thing?