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(+1)

really cool - the environment / world feels good - and so do the enemies!

though maybe some guidance at first would be great - i know linear isnt something youre going for but for a demo it would help.

i would add some varience to the way the shield enemies attack. they run in a straight line - they could surround you and slowly circle in instead of running at you - or something like that

the game needs more juice, interacting with things should give more response, ex: shooting walls, enemies with shields (they still bleed, even tho they take no damage from the front),

some design choices could be looked at - the shield enemies dont have shields that cover their legs so i shot them instinctively in the legs - but it did no damage. maybe extend the shield, OR add an animation where they crouch slightly to cover them whenever they get shot at

killing civilians (or scientists - not sure) is fun

Firstly, thank you for playing!

About the shield guys - they actually can surround you - it's just currently random whether or not they *will*. IIRC it also has to do with whether or not they can actually path to a spot within 5 meters (or something like that) of you. This is partly a level design issue, I acknowledge.

and as for the shields themselves... ugh... this is one of those things I've been meaning to work on - and have gotten a lot of comments about. But I'm not really sure how to fix it. Right now the way it works is that all enemies just use one capsule collider for damage, and the shield guys just take less damage from the front, and more from the back. So the idea is that the ideal strategy is to keep tabs on where they are, keep yourself from getting surrounded, and hit them from the back (phrasing).

I guess I could add a flat box/plane collider to the front of them that does the same thing, but then it wouldn't necessarily be able to match up with the way the shield on the sprite moves. 

And there *is* a pain state animation where they sorta do what you're describing, it just appears that it doesn't show up enough/goes by too quickly for players to notice.