FPS gameplay : ZQSD or WASD to move around and mouse to aim mouseclick to shoot.
Fullscreen is recommended in the windows version as the crosshair doesn't seem to be on the right place when windowed, it works fine on the web version.
You also have to hit alt+f4 to quit...yeah I hate making interfaces but that needs to change.
The goal is to hit the little thingys ("Elements") above your head by shooting the one that is right below it.
The ones beneath the surface are packed and only one per pack will rise and hit the one above, others will explode.
This game have invisible walls that hide the "Elements", it's an incomplete feature, it lacks a feedback of some sort.
I got the idea but I'm not sure what to think about the mechanics. In a way it's cool, but how do I determine which one is to correct to shoot (or what is the exact challenge in determining the correct one?)
I like the concept idea, but feel it should need something (hard to pinpoint what). Maybe instead of shooting the one below there could be a mirrored image, with one "wrong" piece that you should shoot away?
I do like the simple graphics, and "wireframe" and the general idea. You are onto something good here for sure :)
Very interesting. I loved the music and the aesthetic, but it was a bit hard to play. It took me too long to figure out what I was supposed to do, and it felt a little bit random when I was shooting at the ones beneath. (Didn't feel like there was a way to tell what was what.)
Really neat look and atmosphere. I was a bit sad to run into an invisible wall. Kinda hoped it would just loop me around or throw up a grid wall to match the ground. I liked it!
The mechanic could be even more interesting if the invisible walls were also hiding their target from the sides, forcing the player to turn around them to find a "window" to shoot through.
Comments7
I like the concept idea, but feel it should need something (hard to pinpoint what). Maybe instead of shooting the one below there could be a mirrored image, with one "wrong" piece that you should shoot away?
I do like the simple graphics, and "wireframe" and the general idea. You are onto something good here for sure :)
It took me too long to figure out what I was supposed to do, and it felt a little bit random when I was shooting at the ones beneath. (Didn't feel like there was a way to tell what was what.)
Good job :)