Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

i like the improvements you made thus far.

  • its a bit jarring to have inertia/smoothing on the default camera and then raw input on the aiming camera
  • rolling while aiming will reorient your heading towards the direction you rolled in, i like it when you can  roll while aiming and not throw off your aim
  • the bone guys are extreme sovl... gave me a boner
  • i actually liked the old resident evil camera and aiming a lot! but over the shoulder is probably easier to develop for and more functional
  • wish there was more satisfying feedback on shooting an enemy (i say this on every demo i just realized)

excited to see where this goes, keep up the good work!

(+1)

Thank you friend.

You have very valid points on everything and I definitely will have them fixed by next demo day. I really want to nail the feedback juice; there is more of a reaction when you shoot enemies now, but it's not even close to where my standards are.

If I have enough development time in the future I may go back and revisit the resident evil camera style or maybe some kind of hybrid as an option.

I'm surprised no one has mentioned the jankiness in some of the animation transitions for the skeletons... I rushed them out so their behavior isn't fully realized yet and some of the transitions between animation states are pretty bad (I'm talking 360 degree leg flipping up and around). They will be even MORE sovl next demo day...!!