Nice game. I like the sound effects and I think the players and enemies are balanced well. I feel like it is missing a narrative element but other than that it is pretty decent.
Tried the game. I have 4 ammo but cannot throw them. I then understand that I needed to wait for the reload time.
I think the number of ammo should be the number usable and be given after the end of the reload.
Also, maybe show a big progress bar or something for the reload so we see that we need to wait. It is difficult to follow both left (times) and right (enemies) at the same time.
Yes, it really helped understanding the reload time and profit the game. Now the ammo could benefit from it but it is less necessary.
The randomization feels really punishing when we get 1 ammo but 9s of reloading, then 2 ammo for 7s.
I think it is true randomization, I just had bad luck. However, you can manipulate player’s luck to reduce the probability of these situations by increasing the weight of the "best" results with RandomNumberGenerator.
For instance:
var rng = RandomNumberGenerator.new()
# the player will get more often 4,5 bullets, then 3,6,7, then 1,2,8,9
var ammos = rng.rand_weighted(PackedFloat32Array([0., 1., 1., 2., 3., 3., 2., 2., 1., 1.]))
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Nice game. I like the sound effects and I think the players and enemies are balanced well. I feel like it is missing a narrative element but other than that it is pretty decent.
thank you so much
Tried the game. I have 4 ammo but cannot throw them. I then understand that I needed to wait for the reload time.
I think the number of ammo should be the number usable and be given after the end of the reload.
Also, maybe show a big progress bar or something for the reload so we see that we need to wait. It is difficult to follow both left (times) and right (enemies) at the same time.
thank you for taking the time to try my game I will definitely implement these features as I feel they will definitely improve my game
EDIT:
I have completed adding these changes I hope they make this game more enjoyable
Yes, it really helped understanding the reload time and profit the game. Now the ammo could benefit from it but it is less necessary.
The randomization feels really punishing when we get 1 ammo but 9s of reloading, then 2 ammo for 7s.
I think it is true randomization, I just had bad luck. However, you can manipulate player’s luck to reduce the probability of these situations by increasing the weight of the "best" results with RandomNumberGenerator.
For instance: