louis-hilaire 2021-04-26 19:11
Nice game ! Love the art style I felt the slow mo was a beat op, could not hit anything without and could not miss with Maybe a restriction on the duration could balance it Great work !
Foon → Ludum Dare Explorer → LD48 → Red Archer
By badpiggy
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 481 | 3.78 | 127 | |
| Fun | 193 | 3.94 | 127 | |
| Innovation | 329 | 3.76 | 127 | |
| Theme | 1579 | 3.01 | 128 | |
| Graphics | 808 | 3.76 | 128 | |
| Audio | 992 | 3.07 | 125 | |
| Humor | 1090 | 2.45 | 102 | |
| Mood | 1098 | 3.35 | 122 |
Nice game ! Love the art style I felt the slow mo was a beat op, could not hit anything without and could not miss with Maybe a restriction on the duration could balance it Great work !
Firing feels a little weird, but overall quite fun! Good job!
Gameplay is simple, the concept is fun, solid and this is an innovative FPS ! A bit destabilizing because you need to see everywhere to cleary understand but that's nothing just time to mastering the gameplay ! Good job !
Kinda short, but enjoyable! I would have loved if the bow could be drawn back and released to aim over multiple frames with curved physics. The stomping mechanic was my favorite part: it was very satisfying in terms of theme and gameplay. Controls felt unplayable outside of slo-mo (and switching manually after every kill was repetitive). Dashing seemed somewhat unnecessary due to the simple environments, but I appreciate the low-poly pixel scenes :)
Really like it! Art is cool and I like how subtle the soundtrack is but it does really improve on the entire vibe. Firing is a little strange at first due to the delay, but overal very nice! Great work :D
Really cool mechanic. I'd love to play a game with this mechanic more fleshed out. An aerial slow-motion FPS like this would make you feel so cool! While playing my goal as a player was to never touch the ground, which made it a lot of fun.
This is my favorite sort of jam game: one that takes a wild gameplay concept and proves how fun it can be. Well done!
Took me a while to get the hang of it but I had a lot of fun playing Red Archer, being in full control of dashes and the slow-motion felt really good once I got familiar with the mechanics.
A couple issues I noticed: the game freezes if you go outside the map (had to try), and it seems you can only fire arrows with a "short click" (nothing happens when you hold then release, which felt counter-intuitive for a bow and arrow).
I often see your games on social media, and I gotta say I really like your art style, it has a unique pop to it, and your gameplay always feels satisfying and cathartic. Great job on this entry!
(oh and as a fellow french dev, it's nice to be able to use ZQSD, merci pour ça! :smile: )
Cool game, I really like the aesthetic and gameplay idea. It's a fun challenge to keep yourself in the air while fighting the enemies. The slow motion is really overpowered though, there's really no reason to just keep it on the whole time as aiming without it is quite tough.
A lot of cool systems in this game I really feel fully in control of the archer, I should have put air dashes and slowmo into my game that would have helped a ton.
Really liked how it controlled and the stomp is very satisfying. I also thought slow mo would be OP at first, but I think switching back and forth is actually really important once you have to start dodging enemy bullets, which requires dash. The enemy attacks would probably have to be less underwhelming to emphasize that, though. Still, the base gameplay is really good and that's the best thing to get down imo
Awesome game! I love this kind of art style. The gameplay is fun and it feels very rewarding killing/stomping on the enemies. The sensitivity seemed a little high for me, which made it slightly more difficult to play. Other than that, it's a really solid entry. Well done! :)
i was really excited to play since seeing your gifs on the blog, very impressed! i really like the movement and especially the part where you dash after killing an enemy. i would love to play a future version if you work on it more :)
This game was super fun, trying to stay in the air the whole time makes it better but the seemingly infinite slow mo makes it a bit too easy if you use it too much. It should have a short time limit and a cooldown I think.
I'm a simple man, I see an archer game, I play it! Love the style and mood presented. Gameplay was too hard in normal speed, and too easy in slow-mo for me. Excellent entry!
Really fun to play. Everything feels really smooth and jumping around is a really nice experience. I felt the slowmo was maybe a little overpowered and it made the game easy, and I never really needed to use some of the other mechanics like the dash. Overall really nice! I don't know if it fits the theme though
I love the overall mechanics of the game, from the slow-motion to the dashing to dead bodies. Overall, very fun game! :D
I enjoy first person games. They're always so intriguing. Dashing into enemies after attacking them is so much fun. I love how my character flies into the sky which lets me chain attacks. The gameplay loop is really solid; it feels like a huge power trip. I feel so amazing playing this.
Though, at first I thought my left mouse input was broken because I was holding down left click, but I eventually found out that I had to click and let go soon enough. I would have preferred that the tutorial text is given to me in small sections so I can process the information easier; it's a powerful tutorial design tool :) I do however like how I have a simple room to test my controls before I enter the first portal.
The final boss is a good change of pace. An extra challenge would be to play the game and never enter slow motion. Amazing game. This was a lot of fun! :smile:
Killing those demons is so satisfying.
The idea of the game is great. Gameplay is fine, but I don't like shooting animation, it's long and doesn't have some additional frames at the beginning, as a result I thought that something went wrong. Anyway, the game is fun and has some Doom Eternal vibes.
Another great game from you, and I believe this is the continuation of the saga from your game Red Handed? Anyways, the mechanic of shooting and dashing towards the enemy felt really great, however the time slowing mechanic I think felt a little too overpowered, but that didn't ruin my overall experience when playing the game. Great job!
Strong concept with great visuals. I actually think this is a great entry (and I've rated it as such) despite the list of complaints that I'm about to drop:
The gameplay felt a bit clunky... I think it would have been greatly improved if mouse-down turned on slow motion while drawing the bowstring, and mouse up fired the arrow. Also having "fire" double as the fly-to-enemy was often surprising when I was trying to line up a second target and would suddenly get pulled away. I tried playing without slow motion the first time which was basically impossible--the enemies are move way too fast for the arrows (which are unaffected by slow mo). Mouse speed was also way too high, although this mattered less using slow-mo as I had all the time in the world to line up my shots. A longer music loop would be nice too (but i get it, we're not necessarily musicians haha).
I think with a bit more time you could have developed this into a really fun game, but for now I am left imagining what could have been.
Art carries it though. Love that red/green combo.
I really enjoyed how fighting the enemies chained with the movement, it made chaining multiple arrow dashes together in a row incredibly satisfying! The limited palette is also really nice to see in a 3D game, I liked the visual style quite a lot. My only real gripe is that I consistently struggled with arrows not firing on a held click, It really fought against my instincts to hold M1 and then release it to fire, only shooting on a fast click felt strange. All in all though I quite enjoyed my time with it, surprisingly satisfying!
The retro vibe is very well executed and the gameplay is really fun, though I wish the slow-mo ability had some sort of cooldown, because I found myself using it almost constantly, and the action didn't felt much more intense without it. The mechanics were awesome though and I really liked playing through the game, great work!
Really cool idea, the main issue i had was shooting, it doesn't always click, and holding button never fires, you doing the input in fixed update? if so that's probably the case, do input check in update, art was really cool, i love the art style, level design was kinda meh, also the tutorial being wall of text could be replaced with organic one, slow mo doesn't affect your shooting for some reasone, also since slow mo is unlitimed, and enemies are so fast by default, it kinda feels like you always need slow mo, why not just make slower enemies in general, if you want slow mo, make it limited, and you could regain it uppon a succesfull kill, boss fight was a bit too spammy for my liking, i think the idea has some potential, just the execution needs to be worked on
Awesome visuals and sound. Wish I could see what it would look like if it was a full release.
this was super cool although I felt it became a bit grindy later on. It reminded me of the shotgun combo from bio-shock infinite.
the shooting was a bit unresponsive. but it's fun to dash to enemies
Not sure what happened, but first played the web version and after the first level got immediately stuck out of the word. Downloaded the windows version and the same happened, but just after the tutorial
Absolutely love this! I think there's tons of potential for puzzle solving as a mechanic here. Since the arrows have infinite range, shooting extremely high distance targets and teleporting to them would be hilarious and extremely fun. I really want to see where this game goes~
I love the gameplay !
Really slick! Visuals and style points all over the place. As others have said the slow-mo feels like it needs more of a tradeoff to make it balanced.
This is super fun. I played it a couple of times :>
There is a little roughness around the edges, like I feel like dash should go forward if no direction is pressed, and I would have liked to be able to choose whether or not I was pulled towards enemies. Also shoot doesn't work if you hold the mouse button down too long and wall collisions are a little iffy.
Aside from these, the game plays well, sounds good, and is pretty fun and unique. Keen to see what the future holds for you! Nicely done.
Surprisingly fun and engaging for a short and simple game. played it twice!
Fun experience, slo-mo made game a bit too easy, feels abit like superhot, good job.
Love the game, I love you you ease the player into the mechanics and difficulty. Very fun!
Feels like this could be expanded into a very fun full game. Congrats!
Really cool game feel, feels really satisfying to dash and teleport around! Slowmo was pretty op though, maybe should have limited its use. The art is also really fitting.
PS: I fell of the side and the game got stuck. But I had a fun time until then, great job!
I really liked this mechanic and it was super rewarding to get right. Part of me wishes the bow behaved a bit more like a bow and had a "draw time" mechanic or something because as is firing with a fixed delay felt odd at first and took some getting used to. Regardless, I had a lot of fun with this game.
Interesting concept :)
I liked the movement, but the slowmode meant that until you fight the man, you are basically just looking for enemies and left clicking the entire game without much difficulty. Once I fought the man, I shot him and he wouldn't die (I assume he had health, but there was no enemy health bar so there was no way to know), and eventually I tried killing the demons that summoned, but attacking them hurt me despite not touching projectiles at all. I died, and then nothing happen, I just layed on the ground and couldn't restart the level or do anything. It's buggy, but for a game made in such little time it's to be expected. Overall pretty fun!
Like a few others, it took me a minute to get used to it, but once I got going this was a lot of fun. Though, it wasn't until the last level that I was really using all the mechanics - until then I'd just slow-mo>shoot>kill>repeat, and never even thought about dodging; but the final level fixed that. This feels less like a shooter and more like a strategy/puzzle game. It's pretty unique!
Super cool little game, there is a lot you can do with this mechanic. Took a bit of time to figure out the controls, but once I got the hang of it, it was very satisfying to kill enemies without hitting the ground.
Few minor suggestions: - Have slowdown be a hold down rather than a toggle. Toggle on and off felt a little odd. Also maybe consider have slowdown be limited, like you can slow down time for a short time, then have to wait a short time before using it again - Have bow be held down for a moment before firing? Not a huge one, but what I sort of intuitively expect with bow mechanics - Mouse sensitivity was really high, made precise aiming hard, but that also might have been a webgl issue.
Overall a really cool prototype, such a fun little shooter.
Hello! Your game was played on stream ( https://www.twitch.tv/ursagames/videos ) on 4/28.
You can find the timestamp of when your game was played here: https://tinyurl.com/LDJAM48-ursa
Hey @badpiggy! Another fantastic edition of your '3d-ish' series. The action feels on point, and chaining the mid-air attacks feels very satisfying especially with the slow-mo. I think sometimes it seemed like I an enemy hit me with a projectile like 1 frame after I dash-attacked to them, maybe it would feel a bit more 'fair' to the player to be invincible for a couple of frames after dashing to an enemy? Tbf I think that was mostly with the boss, and maybe it incentivises learning the timing of the bosses attacks so you time your dashes just right :thinking:
Either way, much enjoyed! Great job on the submission :thumbsup:
This feels like a really nice prototype! I could easily see it being expanded upon to make the basis for a pretty cool game. I believe this style of movement could be very fun with a couple of small improvements:
* Slow the game down enough for real time aiming to be feasible. In the first round or two I managed to get hit some shots without slowmo, and it felt great to hop between the enemies. * Have the portal appear a the top of the towers! Force us to redo the level if we haven't ninja-mastered it! * As was mentioned before, the slowmo toggle is a bit odd. It'd likely work well with some restrictions to its use.
Overall, good job! I enjoyed my quick playthrough!
Wow, cool stuff - I would have played longer if there were more levels.
I liked the clever gameplay design. The problem with an FPS having many enemies is that you can't see enough of what's going on to really deal with much (as opposed to a 2D bullethell game, say). And if you throw the player and enemies up into the sky it gets even worse! But then this game dodges the problem by having the slo-mo mode.
The other interesting part was the teleport-to-hit-enemy for finishing them off, and the way that the primary fire action FORCED you to do this, since you couldn't shoot again otherwise. The concept of gaining vertical height from kills was also pretty cool.
All of this gave the game a cool, unique core gameplay. It felt a little bit like a 3D bullet hell, a little bit like a midair FPS with a bit of leading your shot (which as an old Tribes player I really appreciate) and a little bit of a turn-based battle system feel. A unique mix!
For critique points, I'd say the game could stand to have more challenge that I need to think about, to take advantage of the turn-based feel. It didn't seem to matter what enemy I shot when, no specific enemy was really a threat.
Also it was too short!
If this idea were fleshed out more, I could really dig in.
Cool stuff, although maybe not fully realized. Very interesting entry, nice work!
What a unique gameplay concept! The slo-mo made it very hard to actually lose, but I enjoyed the gameplay thoroughly; jumping from enemy to enemy was very satisfying. Could definitely see this extended to a larger thing with some more complex enemies and such!
I really enjoyed playing this game (once I started to use the slow motion a lot), it's a great submission!
Maybe, for a post jam version, I would add some combo system and limiting the slow motion time (this way you aim the player to use the slow motion but also make it something that needs to be managed).
Amazing work! I loved the gameplay and my reaction time improved by a huge margin! This is an amazing game! I loved the art aswell.
I liked the game, but I don't know if it was a bug or not, but I can't shoot arrows if not on slow mo. Love the color palette and the design is cool.
The music is a bit repetitive, but i've liked the gameplay. I also really dig the visual style!
Great Game! I love your style
I reallly wanted to be good at this game without resorting to slomo but I played so much better with it on :sweat_smile: The game has a real good feel to it. The bow is basically a gun and a grappling hook in one, so flying around bouncing on top of dudes is awesome.
The graphics were really cool too. I've NEVER seen a pixel vignette before so I love that you went all in on that style. At this point I can just tell from a gif that it's your game, which is a good sign. You're getting better and better at the presentation, the motion lines when dashing were a nice touch ...even though I didn't actually need to dash that much. Well done.
Slow-mo? Whats that? Kappa https://ldjam.com/events/ludum-dare/48/depth
Hey piggy, thanks for submitting your game to stream! I enjoyed playing it, here's the vod, I hope the feedback helps!
https://www.twitch.tv/videos/1007237865
Normally I'm bad at FPS games, but this was a very fun FPS for me to play! The graphics are simple, but nicely done and convey what they should well. The music is nice to hear, doesn't tire quickly. The enemies are well made and fair. The game has high replayability. Would love to see some statistics at the end of each playthrough (like time and accuracy) and maybe a leaderboard? Great game with a lot of potential for more!
Here's my playthrough: https://www.twitch.tv/videos/1007430228?t=1h23m48s
Hats off for pulling this off. Nice gameplay mechanic and visuals are spot on.
This game is really something different, like the aesthetic to it. Music is okay kinda drones on. Gameplay is quite fun and that's pretty amazing you did this in a day and half. Only thing I have to mark down is it barely follows the theme. I'd say have some hit invulnerability cause the demons can kill you instantly even with 4 health if you stand still. Well done.
LOVE the art style; 3d but pixel :ok_hand:
I feel like the game could use a little extra something in the mechanics/enemies/levels or something, idk. (you know, if you had had infinite time - nice work making this as fast as you did!) The length of the game as-is seemed perfect, and I had fun playing
https://www.twitch.tv/videos/1008781774?t=01h59m56s
Fantastic game as usual! I love the visual style and the great gameplay. The slow down is great for letting you plan out your moves and its cool that you made the player zoom into the action. It did feel somewhat easy but perhapse that allows you to really enjoy the fun of the mechanics instead of losing and interrupting the flow state.
The input latency on the mouselook was murder for me. The first person controls were not great either, but I liked the idea of needing to stay in the air and having a lot of mobility in that respect. Combat was decent! Overall a 3/5, super impressive for 1.5 days!! :clap:
i liked the art, I thought the firing and combat was not bad either but i was playing the browser version not sure if that makes a difference
Cool art style, it was a bit hard to aim, because the mouse sensivity wa way too high (for me, make maybe a settings menu, where the player can change this). Other than that awesome game! Can you play and rate my game too, would be really nice :D .
Cool concept. I like how the slow down acts as kind of a skill setting. Would be neat to see this expanded such that the attacks were necessary to bounce up to new locations and things like that. I think there may have been a framerate dependent issue causing the game to run faster on my 144hz monitor.
VOD is here, if you want to watch my playthrough again: https://www.twitch.tv/videos/1006662463?t=3h24m32s
Congratulations on your game, the mechanics were the highlight of this game, at first it is difficult to understand, but after a while it becomes self-explanatory, becoming almost invincible, for future upgrades I recommend developing some type of limiter, or having to collect something that can trigger, a big hug, and I await your evaluations regarding my game.
Very nice! I love the art style! Very simple, but fresh! Gameplay is very cool;
I wish there was sensitivity and look invert options. Shooting *ONLY* happens on a full click, it feels odd. Games have taught me I can knock an arrow by holding shoot, and fire with a release of the button. Once I got over that, the game opens up!
The feedback I've seen about the Slo-mo being OP is def true, but I'm not sure you'd need to nerf it at all; maybe create situations where you'd rather not use it? Maybe some enemies ONLY move during slow mo? So you're trying to juggle and manage 2 sets of enemies? Maybe some enemies are easier to hit but can't be slowed?
BUT...
**I** really enjoyed having all the time in the world to plan my attack. Since its not as much about accuracy, as making the right decision for each enemy. Especially because I was playing with the Y-invert the opposite of my preference. Occasionally, I'd hit an enemy, and want to dash into them, but if I tried, then I'd fly right into a bullet, so I had to release the slow mo, move out of the way, and THEN dash! I found those moments to be the most fun! The whole arrow-to-dash+jump mechanic was super fun. The air speed, momentum, all of that was great.
The feedback/juice on the arrow hits could have been a little better, and maybe needed better hitboxes. Sometimes misses felt like they should be hits.
This thing has a lot of potential. It's super short. I wish there were more enemy types, and more interesting area design.
Audio is probably the weakest part of this. (besides not being able to change my Y-inversion LOL :eyes: )
Anyway, very good job! Congratz!
Back in the day I was making a game very similar to this one. It was called Gatobox. You did better than in so many ways. One thing that I think would make this game wayyy better would be the enemy damage box. If you make them 20% bigger, I think the player won't miss so many shots and the experience will be more fulfilling.
Super solid entry. Keep it up :)
I love the central mechanic of bouncing off of enemies, though it feels a little odd when an enemy fires at me in the short amount of time when I'm dashing to them. It feels like unavoidable damage. Very unique and fun game!
@kleinzach It's my fault for not saying it in the tutorial and as a result, a few other people have had this problem lol but you can stop a dash by going into slow-mo, dodge and then continue that dash
Fun game ! Graphics are simple but work really well together, and I like the fast paced gameplay ! The main thing I see that could be improved is the physics of the arrows, that seem to be different when you are in bullet time mode, they are way faster, making the game way easier. After I discovered this mode I just spent all my time in bullet mode, because it is really hard to evaluate distance properly, and therefore hit long distance shots with slow arrows.
This looks cool. I would love to rate this but I can't play regular, I need inverted controls.
Simple but very fun! Felt very badass grappling and bouncing off the enemies like it was one big combo! Graphics weren't super detailed but they are unique and help the game feel! Only wish that the sound of crosschecking a demon was a little more impactful. Other than that, extremley well done!
Liked the game keep on the good work. I've experienced some weird bugs, which forced me to restart the game and even close my browser to fix them. I was only able to shoot with doubleclicking and I've also fallen off the map but was unable to restart the round. Overall it was a nice game
Art is awesome and stylistic. Core game mechanic is fun and the slow-mo was a great touch. Firing the bow did feel a little delayed and the music loop was really short and got old fast. Other than those two small criticisms I thought it was great!
The aiming was very sensitive for me and it felt like the game relied a bit too much on the slow mo feature. I enjoyed it though. I think the idea is a great idea that could really be a great full game.
I tryed to play, but the mouse sensitivity its too high, at least on web version. Really wanted to try more times, looks an amazing mechanic and the graphics are very nice. Maybe change sound effects, they are a bit annoying. Great entry !
Really cool entry! Feels super good to slowmo, shoot some arrows and dash into the enemy. I didn't quite get how often I could go into slowmo.
While everything felt very nice, some extra graphical effects and juice when hitting enemies would elevate it even further as it is a really good core gameplay loop.
Fantastic job on this one! It's a blast to play, makes you feel like you're in full control!
[Thanks for submitting your game to the stream!](https://www.twitch.tv/videos/1015053228?t=05h42m53s)
Glad we could finally get around to playing it with you in the chat! :smiley:
This game was surprisingly fun to just mess around in. Normally I don't really enjoy 3D first-person traversal, but the way all of the mechanics seemed to work together on this one made it endlessly fun to just zip around and kill everything without touching the floor.
I'm extra impressed that you were able to do all of this by yourself as well. Mad jealous of your skills. :thumbsup:
I was not able to stop playing until I finished it. Pretty cool entry!
The movement is soooo satisfying, shooting and slow-mo reminds me a little of breath of the wild but with a zoom into enemy and bounce off sort of like Specter Knight from Shovel Knight Franchise. If you shoot a little slow it doesn't shoot at all but it seems that was fixed in the post-jam version of the game. Congrats on making something so interesting mechanically yet in such a short amount of time. You should explore the mechanic in the future because I think I has something special and cool. <3 <3
A very original take on the FPS genre. Shoot, dash to the enemy and gain extra air, dash away, slow-mo, shoot, etc... This core loop can be really nice, has some skills required (aiming, dodging incoming projectiles, etc...) and could be used in a lot of ways.
The main mechanics were really nice and felt quite satisfying though it could be perfected on some points imo. I'm not a fan of how shooting work by starting to draw the bow once you click, and would feel better imo if you started drawing upon holding the mouse button & release the arrow when click is released as that would allow to start the animation while aiming instead of the current aim - click - wait for animation. Also, i felt like slow-mo was too mandatory to stay in the air, slowing the pace a bit too much. Another point would be having no cooldown or whatsoever on dash & slow-motion that can be easily abused and make the game too easy.
Graphics also are pretty original, having an old school fps vibe (doom & such) while still keeping its own visual style. On the audio part, sound effects worked well but the music was too simple & repetitive.
Still an unique game with a lot of potential if you plan to continue it. With some more polishing on the game feel and some diversity on the gameplay through enemies with different mechanics, maybe 'platformer' parts using the main mechanics (using several enemies in a row to go from point A to point B), etc... it could make for a good commercial game.
Such a great game, loved the simplicity of it and how you explain the moves and then you jump straight in. The slow-mo through the air while shooting worked so well and makes you feel so powerful when taking out all the enemies. Like that you can pretty much take them all out without touching the ground. Could be interesting to add some more difficulty though as the slow-mo made you so powerful that you could just keep it on and never get hit. The art worked really well in keeping things looking clean and easily readable which helped when looking quickly around.
Really fun game. Nice graphics, good music, interesting mechanics. Feels really good to combo moves in mid air. Felt a bit punishing getting hit by newly spawned projectiles when attack-dashing into enemies. Maybe would have helped if attack-dash destroyed the projectile but stopped you. Or maybe I'm just bad at dodging. Either way, it was a very satisfying experience once I got the hang of it.
P.S. seems like falling out of arena crashes the game, so that teaches to stay airborne pretty well.
Since the jam's going to be ending in a day or so, I thought it's time to write out a thank you note.
@louis-hilaire @too-lazy-cat @robowarrior1982 @wesxdz @koningmathijs @ian-kettlewell @nazorus @ryannielson @3amsoda @pixelbug @thomz12 @squigglez @pandepic @brian-mayberry @nicolas-kroupensky @thinh @cammin @erkanec @tricky-fat-cat @danial-jumagaliyev @rhys-vdw @flatgub @axlplosion @noeloskar @anton-savinov @copito @verysoftwares @ehtd @squidly @nyanpierre @kraemahz @maple @minibetrayal @beats @simpathey @gryffo @moritz-jaeger @bokonon @roikku @billnotic @tom-robson @iellswo @ursagames @joedev @eden-shazar @pkenney @hempuli @kotzi @crazykittens-892-yt @elendow @themorfeus @bbomb @peachtreeoath @arthurds @justcamh @tommytheitguy @danceswe @digitaldude555 @pancelor @c4scar @philliptrudeau @gorethumb @ryder-studios @jitspoe @etrealjunior @ismael-rodriguez @publicidadeba @kleinzach @jrevel @super-hadoken @lazyalarm @holly @zackavelli @liero116 @felo07 @neontropics @evannex @coleslaughter @8bitcharlie @chrisap @vladadamm @franklins-ghost @nonumbersgames
I would like to thank all of you for playing the game and for your feedback. I've also taken your feedback into account for the post jam version which I'm currently tweaking.
If you'd like to see more of what I do,
Follow me on twitter : https://twitter.com/BadPiggyproduc1
Join our discord : https://discord.gg/RNGVq63
Here's a glimpse of the game right now and what I've added so far :
Red Atcher aim and kick enemy LD sized gif.gif
Not sure when the post jam version will be uploaded since I need to design new arenas as well and add atleast two new enemy types and also make some actual use of the new aim and kick move.
And of course, balance the slow-mo somehow lol. I've also taken into account that a lot of you found the game a lot more fun when you could get a few shots without slow-mo, so I've also slowed the enemies down a little, and added some aim assist. The bow is also a lot more responsive and faster now and the slight delay which was in the jam version is no longer present.
I'll be tweaking the game more for the post jam version. As of now, we'll see what happens ig lol. Thank you all for playing :)