I liked the simple graphics and the music (though as the others said the sfx were a bit too loud). You managed a nice look with what you had.
Also had a hard time understing where my bombs would go, but if I had to guess they seemed to always go after one of the enemies? And sometimes they would pass over the walls while other times they would blow in my face.
I think my HP regenerated at some point but I did not understand why.
That said, choosing between defending yourself or running for the checkpoint made for a nice challenge, which was a very proper design execution on your part.
I found you could hide in the bottom right T shape and nobody could hit you but you could hit them, so that helped me survive longer. Definitely got bit by my own bombs hitting me a number of times before I realized what was happening. Still, simple but fun.
The shooting was a little unpredictable and I seem to have killed myself quite a few times ^^
Is the "muzzle of the gun" always on the right side of the player?
Maybe make a child object of the player, put it in the "front" of the player, e.g. with a (0f,0f,+1f) offset, and spawn the bullets on that transform's position. That way the nozzle would always rotate the way the player is facing... Or - since the bullets are always fired *towards* the nearest enemie, you should probable just have the muzzle on top of the player, e.g. with a (0f,+1f,0f) offset?
The probably best solution would be to have that muzzle point (or an actual "gun barrel" cube) spinning around the player, and pointing towards the nearest enemie.
I liked the background music! The graphics are simple, but very cute. It could've had a little more feedback when you hit an enemy, though. I think some sfx would make a good difference. Nice work, nonetheless!
Comments22
Also had a hard time understing where my bombs would go, but if I had to guess they seemed to always go after one of the enemies? And sometimes they would pass over the walls while other times they would blow in my face.
I think my HP regenerated at some point but I did not understand why.
That said, choosing between defending yourself or running for the checkpoint made for a nice challenge, which was a very proper design execution on your part.
i just found out that i mistakenly restricted access to it.. I just fixed it, it's available now
Yea that's true.. I tried fixing the issue of getting hit by your own bomb, but time wasn't on my side
Btw, I'm about to check out yours!
The shooting was a little unpredictable and I seem to have killed myself quite a few times ^^
Is the "muzzle of the gun" always on the right side of the player?
Maybe make a child object of the player, put it in the "front" of the player, e.g. with a (0f,0f,+1f) offset, and spawn the bullets on that transform's position. That way the nozzle would always rotate the way the player is facing... Or - since the bullets are always fired *towards* the nearest enemie, you should probable just have the muzzle on top of the player, e.g. with a (0f,+1f,0f) offset?
The probably best solution would be to have that muzzle point (or an actual "gun barrel" cube) spinning around the player, and pointing towards the nearest enemie.
Actually i ran out of time, so i couldn't fix it.. I noticed that problem when play-testing
Hp re-generates when you kill an enemy-cube(red ones)
The download link to the pc version is available now
It means a lot to me
I would suggest improving the player's bullets though