My best guess would be that the force is being applied and then being counter-acted immediately by the Run. So, what I would do is create an option to lerp the player's movement like below for a short duration 0.2s to 0.4s, when you add the force :D. That should hopefully allow both forces to to apply but if you find the Y force is still much stronger one thing I've done when experimenting with adding a Dash is multipliying the Y velocity at the same time the run lerp runs out to balance the X and Y forces out. (Similar to what we do for the Jump Cut). Hope this helps!
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This is awesome! Love the art style and player movement & abilities. The art style is super cute and the game feels really juicy. One of the best I've played so far :D
My main critique would be the enemies. They are all pretty similar in design and mainly just run towards the player. Usually, I only died if I accidentally ran into one.
Also making them less "bullet spongy" though with the other effects this isn't super important and mostly my preference (Btw love the way you've tied the permanence of their corpse and gameplay together with the bubble)
Overall I feel like with general polish (similar to Vlambeer games maybe) and more engaging enemies this would be fantastic. Amazing Job :D
Neat graphics and gameplay! Overall, the gameplay was really well polished and well-rounded. Being a top-down shooter I would say it can be relatively boring once you've played for a bit since it doesn't deviate much from a standard top-down shooter and feels quite similar to other games.
A few nit-picky things I think would really make the game feel more exciting to play would be:
- Screen Shake - always good to have in any action game
- Faster enemy spawning - helps keep the pace of the game up
- BIGGER bullets (lol) - its weird but larger faster bullets usually work really well for arcade-style games
- And of course some form of unique idea or mechanic that separates it from other games would be fantastic if you wanted to work on it anymore
Overall very polished, a neat cast of enemies, Great Job :D
Thanks! Yeah, improving the enemy behaviour would definetly help the comat feel much better and would let you play steathly or "run n gun". If I had more time that would probably be my main focus :D
No worries! In the game, the only way hp is shown is through the size of the player so adding a color change would definitely help reinforce that, I think refining the movement and combat would help with your other two points about it not feeling great to control or feel chaotic enough. Thanks for the feedback :D
Oo well I loved being able to control a bunch of insects/animals so I think expanding on ways that can play out would be really interesting to see. Trying this mechanic out with fish or another animal could also be really cool. One suggestion could be to really focus on interactions between the locuses (loci?) since the game can get repetitive quickly
Btw all your games look really unique wondering if you use a game engine and which?
Glad you enjoyed it! My take on the theme was that some sort of genetically created creature had been released from its enclosure and is fighting through guards to escape. "Let there be Chaos" being that someone has released a dangerous creature : D
Glad you enjoyed it! Yeah making the characters only unlockable later into the level ended up being a big balancing headache, in foresight I probably should have made levels starting with different characters
Glad you enjoyed it, yh i didn't explain the gold system well enough in the tutorial (fyi you gain gold for killing enemies and lose it if you take damage, which isnt shown well). Luckily, with it being a topdown shooter everyone just knows to shoot at things so hopefully didn't impact most peoples enjoyment.