Wow! This looks very exciting!
Also... looks like you're working on a lot of stuff at the same time. Don't spread yourself too thin! X_X
I'm glad you liked my game!
Thank you for your feedback!
Hmmm I'm using Time.deltaTime in my player rotation code... maybe it's something else that's causing the janky controls.
Did you try the downloadable version? The web version usually has more hiccups than the standalone one, so you should have a smoother experience with the latter one.
Once again, thank you for leaving feedback!
Thank you for trying out my game! I'm glad you enjoyed it!
Oh, there is a way out of the river if you fall.
You can use a moving wall that lowers if you press Spacebar near it. It will take you back to the starting side of the garden. I think I colored it differently from the rest of the walls down there, so it should be easy to spot.
Thanks for the feedback!
Woooah! This is the second Hololive game I see made after a mockup animation was made of it (the other one is the Hololive Muse Dash clone with Gura and Kiara).
Thank you for the nostalgia trip back to the days of playing the original game on my NES!
Excellent job! Also... the Haachama theme was spooky! XD
Thank you for your detailed feedback! I really appreciate it!
There are some points you mention that I also considered including, but for simplicity reasons decided not to, since my initial goal was to make the most basic DOOM clone in about 2-3 weeks. (Yeah, I was waaaaay to optimistic with that timeline, but I had no point of reference since this is my first game lol)
Automap: Looked into it and I figured it would not be worth it, since my game levels are relatively small (and one of them has 2 floors that overlap... so a top-down map would be confusing)
Save/Load: Since the game is short, the levels are small and the player can get almost all weapons back after dying, I figured it was unnecessary to implement this system.
Backpacks: I found out about this bug after some playtests, but found it funny that Korone could carry that much ammo (Rambo style!) so I left it there lol.
Animated face: It's an image sequence I captured from one of her streams. Making it update to a sad version would require a lot of time to search through hours and hours of Korone's streams for an appropriate moment and also would make the game filesize larger, which is something I've been trying to avoid. So I figured the minimum viable option was to only include a normal and a dead state.
Aim assist: There is only a simple vertical position check at fixed angles for hitting targets. That was the simplest approach I could find to meet my goal of fast development. Gamepad support was added later only as a learning exercise.
Keybinds: Yup, I know it's weak and with time I've learned there are better ways to implement it, but currently I don't feel like investing additional time to change it.
Enemy insta fire: Yup, I noticed it too. You can stand at the edge of the door to open, but it's tricky. I tried adding a small delay to the enemy attack, but it wasn't very effective I guess. :/
Once again, thank you very much for your feedback! It motivates me to keep moving forward in my gamedev journey!
Thank you for your feedback.
Indeed the camera rotation is a bit jumpy due to framerate. If you played on the web version, give the downloadable version a try as it reduces some of that performance issue.
Also, you can adjust the rotation speed in the game if you feel it's too slow/fast.
Thank you again for playing! :)
Fun game!
Suggestion for improvement: The game is very easy, so it gets repetitive fast. Maybe make the objects move faster after the player reaches a certain score? (every 50 points for example) So it gets harder and harder to avoid taking damage and makes for an exciting experience. Maybe make the music go faster as well!