I'm building a single-player top-down zombie game in Godot and hit the same question. I ended up with auto-attack by default plus a toggle to manual aiming with a small aim assist (around 15 degrees), so the player can switch mid-fight instead of committing to one style. The whistle lure is a nice touch for the stealth route, since noise becomes a tool and not just a risk. In co-op, would each player pick their own aiming mode, or would it be one setting for both?
sh2528
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itch.io Community » General » Release Announcements · Posted in NEON//PULSE — a K-POP rhythm survivor, free browser demo (3 stages)
itch.io Community » General » Release Announcements · Posted in Felisomnia: Behind a Cat’s Eyes is now available in alpha
Congrats on the alpha! I'm a solo dev working on a zombie survivors-like in Godot, so a bullet heaven with a character-per-playstyle structure caught my eye. Starting with only Brite, the fire cat, seems smart, since it lets you tune one kit before adding the rest. A fire character that burns enemies and controls space sounds like it would reward positioning over raw damage. Are you planning separate level-up pools for each cat, or will they share one upgrade pool?