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Oh there is a piercing throw ? wasn't aware of it, maybe it should help yeah with the controls somewhere

Yeah the player-to-enemy hitbox would better on the ground

btw i just noticed the shadows when an enemy drop is scaling the wrong way, should be smaller when the enemy is high up in the air, while i'm on it they could be a bit different than ground enemies, sometimes i shoot at them before realizing they're not even on the ground yet.

Could be some fade in alpha or a darker color idk

Updated one of the screenshots with the controls. That should hopefully reduce some of the confusion.

Differentiating between the enemies who are spawning and the ones who are already in the game sounds like a good idea, I'll add that to the list of changes to the non gamejam version of the game.

Doesn't shadows get bigger when the object which is casting them is closer to the light source?  Kinda like this(sorry for my crappy msPaint skills).

Although the shadow should be more transparent when the enemy is higher up.

Oh yeah ok so the only controls i found out was WASD and LMB, will try to beat my highscore (currently 450ish) with that new knowledge :P

Indeed thought of it but as all shadows are vertical and that there is no strong shadows on the characters lightning suggest more of an ambient light rather than a point light (though i will agree to say it's easier to spot a new big shadow in the chaos of the game)

Plus if i really want to be precise, if the shadow was casting from a point lamp the shadows can be casted vertically only if there is point light over each of them in which case it would make like an area lamp as the count goes up :P

Oh yeah, that makes sense. Honestly I didn't put much thought into the light beyond my previous reply :P