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its a bit hard to control with the perspective, maybe the input can be rotate 45 degrees so it actually translated to the perspective/camera angle, also could use a invert-y option, sometimes not all would use to inverted y controls

and its a bit hard to position myself properly, maybe a crosshair that detects things infront of the player? like a raycast going foward from player, with the crosshair on the hit point of that raycast

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Thanks for the suggestion.

I'll see what I can do about implementing a raycast system in order to better    determine what the player is precisely aiming at.

However, I will not be  deviating from the isometric perspective as this again was explicitly designed to invoke the orientation and gameplay style of the original Zaxxon.  I will also be keeping the Y-inversion controls as this is both an accurate invocation of Zaxxon, and an authentic representation of aircraft pitch controls.   It may take some getting used to, but it's easily manageable, once you get the hang of it.

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nah its cewl the isometric is amazing, the controls only seem to not be translating well, i love a new view of common type of games every now and then!

Hey, thanks:)