It just requires practice. Here is a way to get better:
Teebor9
Creator of
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The idea and the balance feels pretty okay for the first 3 levels (didn't try more).
You could add an XP progression (or upgrade shop whatever skin you give it) where the player could increase the bounce amount or get a recall for the bullet after it landed. Next level is damaging a little while coming back. Next level call back before stopping. (I don't know just some ideas)
Maybe give a dash (since the map takes a few secs to pass through).
Hi there! Quite neat little gam you put together. It still needs some polish, but the basics are there. 1. Could you make the camera movement with the mouse restricted? It feels a bit bad on a 16:9 monitor that the player can't look as much ahead when looking north or south as east or west. The idea isn't bad but the numbers need a bit more tweaking. I also managed to look waaay ahead.
2. I don't know if the aiming isn't perfect or the bullets have a different amount of damage but thanks to this I sometimes emptied a full magazine of pistol bullets into a zombie and it didn't even get a scratch. This can feel frustrating. If the aim "isn't perfect" that should be indicated somehow with a crosshair or something. If the damage per bullet is different you could write it in the shop.
3. The shop could be called the arsenal or loadout so the player gets interested at first glance before hitting the play button.
4. The hitboxes are not the best defined. I don't know if the wall or the player has a large hitbox but I managed to get stuck on an invisible wall many times (mostly walking backwards.)
5. The description on the beginning should be skippable with mouse click or hitting a key on the keyboard. It takes up precious time from the player waiting through that every time they start the game.
This could be a fun game just needs some time and effort. :)
I get the idea, but forst of all, this way it takes a lot of time to get to the top. Also, there will be fully filled rows where this tactic just won't cut it and some triangles could easily delfect the balls. My record is around 18 on Hc. I would love to see a vid if you can beat it with this technique. :)
The animations look really good. And the sound effects are great as well. I also really liked the color change in the archers.
The movement feels a bit lacking with the jump height, and movement speed. It is way to easy to get pinned to the wall by an archer. (And if it is a water one, you can't even kill it without getting damaged as well)
This is quite a ride. The power that the player can change direction of the dash is great! I wish, we did it the same way. The time slow down on it could be a bit stronger and the character could leave a trail like a comet or something. I smiled when discovered the double jump AND the dash gets you to places unreachable.
The level design is ok, but there are some places where it looks like the character could get trough but can't. So it needs a bit more polish. (As does a lot of games - like ours - on these jams)
I suck at this game. But the idea is fine. :)
The weapon knockback is cool, but the camera is glued to the player. I makes the game feel a bit laggy when you shoot. You could do some smooth camera follow.
Also, the cone of the bullets could be controlled by the distance of the mouse from the player. If close, the projectiles could be spread out and if far then the cone could be more narrow.
The idea is quite ok.
Don't stop working on it just because the jam is over.
Give it some sound, try adjusting the bullet per minute, for the player and the enemies as well.
Try stuff like hiding places and reloading. Maybe ammo pickup from the hunters, so the player has to gather stuff. Lot of potential in it.





















