The game was made in Unreal 4.
polygonalcube
Creator of
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This game was made with controllers in mind originally. I must admit that I haven’t played enough games on keyboard to know what good keymapping looks like.
One thing I forgot to mention is that you can use arrow keys to move as well. Hopefully, ‘Z’ for attack makes a bit more sense in that context. You can also attack with ‘M’ if you want to stick to “WASD” for movement.
I’m glad you enjoyed the game!
Regarding combat, each move has unique stun & knockback values. That’s on me for not mentioning that. I’d be curious to know which move(s) you used during your playthrough.
I actually did consider giving the player a shield throw, but passed on it due to time. If I make a post-jam version, I’ll definitely give the throw a second consideration.
Nice! Very excited about the Linux build as a user myself. I’ve made a few Godot game, & I know that creating MacOS builds can be a bit funny sometimes. At least for me though, the web build was just fine.
You didn’t mention difficulty at all, but I’d consider either increasing the difficulty or adding a higher difficulty selection. That can add a lot of longevity to a game.
Overall good. I’m still excited for the eventual full release, but I’d like to comment on a few things.
The art, though charming in its own way, is definitely a downgrade compared to the previous iteration. The best of both worlds would be the use of color present in the new (darker, less saturated palette with bright & saturated player, enemies, & projectiles), with the detail & fidelity of the old, though I’m guessing the change was made mainly due to time?
The difficulty should definitely be raised. If aiming is going to see less emphasis, then more emphasis should be put on dodging. As is, it just feels like aiming was removed, but no compensation was made in other areas. This game should lean more into bullet hell than it currently does, with most, if not all, enemies having a projectile. As is, the game very often feels like waiting for the enemies to die, rather than frantically dashing all over the place, trying to find safe spots, which I believe is the intended play experience.

















