It took me a moment to realize there was mouse aiming, probably becasue the lack of visual feedback. Generatlly the player should look where they're aiming.
Sometimes the axes made sounds on impact, so collisions seemed to be detected, but damage seemed to be random. And I'm sure you're already aware of the projectile momentum issues.
But yeah it's a good start. With more time I'm sure it would've been much better.
Thank you for playing the game and for the feedback.
You’re absolutely right about the issues with the game. I should have added more visual feedback, and I also should have worked more on the animations, since they are in the game but are pretty rough. The axe momentum definitely needs to be fixed, as you mentioned, and the camera position could be improved as well. I originally wanted to make a roguelike game.
In short, there’s still a lot of work to do. If I had spent more time on this project, I think it could have turned into something good.
Comments
Good start to twin stick shooter mechanics.
It took me a moment to realize there was mouse aiming, probably becasue the lack of visual feedback. Generatlly the player should look where they're aiming.
Sometimes the axes made sounds on impact, so collisions seemed to be detected, but damage seemed to be random. And I'm sure you're already aware of the projectile momentum issues.
But yeah it's a good start. With more time I'm sure it would've been much better.
Thank you for playing the game and for the feedback.
You’re absolutely right about the issues with the game. I should have added more visual feedback, and I also should have worked more on the animations, since they are in the game but are pretty rough. The axe momentum definitely needs to be fixed, as you mentioned, and the camera position could be improved as well. I originally wanted to make a roguelike game.
In short, there’s still a lot of work to do. If I had spent more time on this project, I think it could have turned into something good.
Thanks again for playing and for the feedback!
That’s how I am with every jam I participate in too: overscope and wind up with unfinished projects.
The best way I’ve found out to avoid that is plan your project to be finished in 1/3rd the actual time you have.
Chances are the game will take twice as long as you expect it to,
The final 1/3rd of the time is great for playtesting, bug fixing, and maybe adding some extra polish.
Good advice, I’ll try doing that in the next jam.