Here ya go!
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Hey you're welcome!
I also don't think you can change the sensitivity setting for a trigger button on a controller, it's just a button down event.
I don't know Godot but if this is true it's a rather serious limitation of the engine. The triggers are analog and therefore should be readable as their own "axis."
Just to be clear, when I talk about "not making progress," I'm referring to the fact that after playing for ~35 mins, I was still starting at the very beginning of the game (no save points reached).
You're welcome and keep up the good work!
Glad it was useful. :) Of course increasing movement would make you stronger vs enemies, but then you could just as easily make enemies more dangerous. It's more a matter of how intense you want the game to be. If you're interested at all in experimenting with it let me know as I have a more or less complete idea in my head of how it could play, and it probably wouldn't take much work. It would involve a dash meter that would deplete with use so you can't just keep dashing infinitely.
Anyways I'm excited for your game. I really did the concept and I think your art style fits it perfectly. Lots of potential!
I've found the problem, or at least, how to fix it. I had to update WinRAR (from 4.20 to 5.50). I've never had to do that for unpacking any RARs before so you must have done something that affected compatibility.
I think the damage dropoff is unnecessary. Not only can you manage enemy distances with level design, but there's also the fact that the weapons have spread, which inherently reduces effectiveness at range. Then there's the fact that some weapons have a limited shot range to begin with. The drop off is just compounding the effect. Consistency in damage is nice!