Yea I really screwed up on the build I ended up submitting, I separately uploaded a playable (hopefully) version, which unfortunately doesn't count for ratings, but, if you're interested in checking it out. https://thechronicphenix.itch.io/last-mob-standing-performance-fixed
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Fun concept, solid gameplay, though I do agree with one of the other commenters, I think it's a bit too chaotic, I think either less enemies or flying farther so as to take more out at a time would really help the game overall. But, nice job!
Great job guys! Love the concept, it'd be awesome to see it explored further, perhaps different types of attacks or abilities that cost blood, one small addition that'd make the game feel a lot better would be to change it so you can hold down the mouse button to fire blood rather than have to click for every drop.
Those are actually really good points, the bullets I tested out a few different speeds but, wasn't too happy with any of my results, it probably would feel better if they moved slower, but, I actually didn't think about FOV at all, when I play games I just accept whatever the base FOV is pretty much always, I can only think of one or two times I changed it, and so I guess it didn't even occur to me that Unity's default would be so tight or uncomfortable. After your message I looked up FOV standards and practices for FPS games and was quite surprised by the info I found out, so I greatly increased the default FOV to a more standard value and then I added in a settings menu with a slider bar so people can adjust it to whatever they prefer. Thanks for taking the time to check out the game and provide feedback, it helped a lot!
A fun and interesting take on the bullet hell genre, the difficulty seems a bit intense and inconsistent, and perhaps the belches could be less powerful but cause enemies to have a delay on firing, could make it easier to chain enemy kills together but without reducing the difficulty by keeping more of the bullets onscreen and forcing dodging through the great patterns and variations.
Oh gosh, I just realized the tutorial text says Arrow Keys instead of WASD to move, apparently it just didn't even click to me what I was writing. Yea WASD and Arrow Keys both work, though the tutorial text of course should have said WASD. As far as bullet-time yea I planned on adding some sort of effect to it so time didn't just suddenly occur, especially when you're getting shot from somewhere you can't see, but, I didn't end up having the time to make anything that looked good enough. Thanks for taking the time to check it out, and for the feedback.
Honestly, this is a fun and interesting game, upon reading the description and playing the first level I wasn't sure it would still carry the feel of the tower defense genre, but, it really does, as well as differentiating itself from the genre. I can't quite place my finger on it, but, it's probably my favorite game from this jam I've tried so far, probably because I'm a big fan of tower defense and puzzle games. Great job!
Thanks a lot for taking the time to check it out! Yea the plan was to add sound effects but the library I had actually corrupted my Unity project and until it was removed I couldn't create any builds, a bizarre problem, and on the visual front I didn't have the time nor the team for it. I'm definitely interested though in potentially exploring this project further.