This is the Mario Anime of All Time
Meowzors
Creator of
Recent community posts
Thanks for playing it. I was trying a lot of new things this version and I'm glad I'm getting a lot of different feedback.
They axed the unity startup dialogue in unity 2019 :( A lot of people have a lot of mixed preferences about where the slide/grenade button should be so I'll have to make remappable controls a priority.
You're right on the sliding, I really only designed it to be slid downwards, but I think I should make it more like Apex.
Most of the time, the weapons should shoot where the crosshair is aiming at + the spread of the crosshair. If it is behind a wall though, it will try to ignore the wall and shoot at whatever is behind the wall (in front of you). I think the spread might be a bit much, so I'll try reworking that.
The enemies were meant to be ragdolled first by sliding or explosives, and then be shot. They have an orange outline when they are "vulnerable." I was pretty bad at communicating that so I'm definitely going to rework it and make it more accessible and obvious.
The wood crates do make the map pretty messy, so I'll have to make them make less of a mess.
I didn't really have that many good textures so I'll make a visual pass on the level next version.
You can actually mute the voices in the sound options in the menu. However, I'm going to definitely gut the frequency of them......
You pick up ammo when you have the same type of gun as a weapon on the ground. It just "eats" the weapon and gives you its ammo, but I probably need a better ammo collection sound.
I designed the pickups so that you pick up the weapons that you're roughly pointing at with your cursor. It might be some weird situation where something is colliding with some other object that's giving you an issue.
I'll do the fade ui thing for the main menu.
The plan is to add a bunch of different levels with progression later. I made this level mainly because I wanted to see how people would react to the core gameplay.
I don't blame you for not knowing that ragdoll'ed enemies (orange outline) take critical damage. I probably just need to make a tutorial instead of trying to have players figure it out. The sliding and explosives are the main way to do that as they actually hone towards each whoever's close. The starting pistol is actually a 1-2 shot headshot for ragdoll'ed enemies.
The enemy's voice lines will change and I'll probably reduce the probability of the voice lines playing for the player (and probably change a couple of lines)
I guess it's time to redesign the game's logo!