I love the concept! Especially for a first game I think it's a good start. The difficulty ramps up fast, though--is that intentional? The movement feels clunky to me. I think because the enemies move in a continuous fashion and the player seems to be on a grid, it's easy to get stuck when a bunch of enemies swarm up. It makes me wish that "Dance" did something like recover health or push back enemies (even without a non-aesthetic function, it's still a lot of fun just to dance in front of the float while waiting to get close enough to bigots/zombies, though).
Thank you so much for playing, I love your idea of dancing recovering health, I had intended like an area stun lock that made the zombie's dance, but didn't have time to implement it
The difficulty was intended, even though I personally find I used a cheap technique (time issues again) but I didn't want the game to be beatable in one attempt.
Thanks again for your kind words you made my day :)
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I love the concept! Especially for a first game I think it's a good start. The difficulty ramps up fast, though--is that intentional? The movement feels clunky to me. I think because the enemies move in a continuous fashion and the player seems to be on a grid, it's easy to get stuck when a bunch of enemies swarm up. It makes me wish that "Dance" did something like recover health or push back enemies (even without a non-aesthetic function, it's still a lot of fun just to dance in front of the float while waiting to get close enough to bigots/zombies, though).
Thank you so much for playing, I love your idea of dancing recovering health, I had intended like an area stun lock that made the zombie's dance, but didn't have time to implement it
The difficulty was intended, even though I personally find I used a cheap technique (time issues again) but I didn't want the game to be beatable in one attempt.
Thanks again for your kind words you made my day :)