i assumed knockback was enough, but i quickly realized after the jam that a hitflash would've helped alot (i don't know why I didn't tbh, i had one in the game already for the player)
mich
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alot of crunch at the end, but i also tried to make everything i wrote very reusable, all the enemies are basically the brass but with their own components added on, and its a similar situation with the upgrade resource, technically they can be overridden but i didnt get far enough to make anything like that
i think instead of just drawing pixels on the screen, it could use a line2d that appends the mouse position to the points instead so it draws inbetween each mouse position, i definitely found that made it alot harder (might be harder to set up though; i don't know how you set up the score and all that, so maybe that wouldnt be doable)
honestly beyond that the game has such a nice charm to it, enjoyed it alot
really love the environment design especially! some more responsiveness (things like indicators for when enemies will attack and when the roll stops, starts, and refreshes) would help alot with the difficulty curve though
(also, this isnt a big deal for most, but your game doesn't work if the resolution isn't 16:9)
since you're using godot, a neat trick to make enemies not spawn on screen since i see other people talking about it is to make a path2D that goes around your viewport and is a child of the camera, and a pathfollower2D which goes to a random point on the path2D each frame, then when you spawn an enemy you just set it's global position to the pathfollower's global position
also after a certain point is does become impossible to die, i even tried to die at some points to test it and it took me a bit before i could
for a first game though it was really good! the juice was there, it felt nice to move around and shoot, the game loop was intuitive, and you actually made a game which that alone is something to be really proud of!
the upgrades didnt feel like they did much beyond me spamming damage and reload rate which is normal for a game jam, but beyond that it was good, the artstyle was cool and i cant tell if the world *is* procedurally generated, but it did feel like that and if it was then it felt like it had good worldbuilding through it's environment
fun and intuitive! graphics were nice, i think both the delivery part and the map mutating could've been made clearer though as i didnt really feel it even after going between the 2 if that makes sense, also it was hard to tell where jump pads were but it didnt change gameplay much so i dont think it matters