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InfinityShadoWW

10
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1
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A member registered Oct 16, 2020 · View creator page →

Creator of

Recent community posts

Thanks so much for trying it out! That’s an awesome suggestion. I actually agree that the current implementation feels a bit trivial, so I'll definitely tweak and upgrade the mechanics in upcoming updates to give it more depth.

Haha, fair point! The heavy strike definitely turned into a 'win button' because I ran out of time to balance it during the jam. I'm actively working on tweaking the numbers post-jam to fix this. Really appreciate the honest feedback!

I really appreciate this thoughtful feedback! You nailed exactly what we were aiming for with the core combat loop. I agree that the depth isn't quite there yet and the heavy strike is overshadowing it. I’m currently working on rebalancing and adding mechanics to make that 'hit-and-run' playstyle more viable and rewarding. Thank you!

Hahaha thanks man! I'm so glad you enjoyed the game and liked the shooting feel. Really appreciate the awesome support!

Thanks for playing and pushing through the learning curve! Hahaha yeah, the Heavy Strike meta is real right now and it's definitely a bit of a 'win button'. I'm glad you figured it out though! I'm planning to rebalance that so the other mechanics get some love too. Really appreciate you checking it out!

Thank you so much for playing and I'm glad you liked the concept! You're totally right about the heavy attacks. It was originally meant to be a mechanic, but it does feel way too strong right now since it just completely locks the boss down. I'll definitely tweak and fix that later. Thanks again for the great feedback!

Thanks! Glad you liked it. Hahaha, I actually checked out your game too, it feels super smooth and satisfying to play

No, I did not use AI to generate code for my submission.I used AI only as a technical reference for Godot configuration, implementation approaches, and troubleshooting. All code, gameplay logic, level design, and integration were created by me.

I used generative AI only as a development assistant  debugging assistance.

All game assets were created using the provided Kenney assets, and all gameplay implementation, level design, and integration were done by me.

I did not use AI to generate any art assets, audio, game assets, or complete game content.