Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

I think this is a really interesting take on the theme (now that I've played the fixed version), but I very quickly settled in to a single strategy - stand as far away from my target as I could and hope the shoot command would come up in time, and run away to try again if it didn't.

As other commenters have said, it'd be good if your actions were more predictable. Maybe you could have the commands appearing in a fixed order and cycling through a fair bit faster. Fix the cycling to the beat of some music, and you could have a pretty novel rhythm game.

It's very impressive what you managed to put together in the time of the game jam, and I think it could be a great jumping off point for a larger project.

(+1)

Thanks for all the feedback!  I noticed that the bit you mentioned about falling into a single strategy seemed to be a common issue, so that is definitely something I intend to address.  I would have liked to create a fixed order for each individual level to make the patterns more purposeful, but there just wasn't enough time.  I really like the idea of putting the cycle to the beat of music, so I might have to try that after the jam is over.  Again, thanks for playing!  It really means a lot!