The visuals are absolutely magnificent, a big thumbs up to whoever was responsible for the tech art! The use of dithering is amazing, and it's incredible what you managed to achieve with only three colors. The gameplay is very smooth and polished, but there are a few tiny things I would adjust. I personally think that the smoothing while aiming is a bit too slow. When firing from a distance, picking a specific target is quite hard. I’m not saying the crosshair should stop immediately as you let go of a button, but I think the deceleration of the aiming point should be increased. And second, while playtesting, I discovered that you can simply walk past all the enemies, completely ignoring them to reach the finish line. I don’t think the enemies need to be more powerful, but the level design itself could be adjusted so it’s impossible to break free without killing the guarding tanks. Overall, the game is fascinating, and I am incredibly impressed by how good it is, especially considering you only had 8 days. Good job my friends )
Viewing post in It's a Long Shot jam comments
Thank you so much! This really was a team effort.
The main trick with the dithering is to be able to set aside the third color and use it very sparingly. We also put the UI on a layer above the dithering so it is still readable.
I agree with your gameplay adjustments. It would be awesome if we could add some gates or requirements somehow. We tried making the final area a bit harder, but it became too difficult to play through normally.