I love the idea.
I think a mini-map would be nice to know where the enemies and shops/health are.
I couldn’t shoot those creatures from a certain distance; I really had to be up close to shoot them. It would be better if we could shoot from a greater distance, or maybe have guns with different shooting ranges.
Would love to see the distance I can shoot them before wasting ammo on enemies far away. I did not understand why I cannot shoot them till I checked the weapon shop and found out weapons have a distance variable (checked it out after the 1st wave)
When playing such games, I instinctively try sprinting with LShift so, unless goes against the idea you have in mind.
Maybe auto-relaoding after reaching 0 bullet (it requires an additional click to reload)
Overall nice and fun game. Good luck with development!
Note: How to achieve the muzzle flash affect like yours? I am a bit struggling with mine
Oh, that’s a great idea with the mini-map! I think I can add it to the top-left corner!
And about the shooting distance — I’m starting to think it might be better to remove that limitation entirely.
Thanks for the feedback! I decided not to overload the gameplay with jumping or running since the game is mainly aimed at mobile web. Adding those mechanics would mean more on-screen buttons, and for this kind of game — where you need to shoot, move, and react quickly — that would feel less comfortable.
As for the muzzle flash effect, it’s just a sprite that appears each time a shot is fired. I’m also using the billboard script from scene3d so the sprite always faces the camera.
Here’s the function that handles showing and hiding the muzzle flash:
local function muzzle_flash(self)
if not self.muzzle_flash_play then
self.muzzle_flash_play = true
go.animate(self.muzzle_flash_url, "tint.w", go.PLAYBACK_ONCE_PINGPONG, 1,
go.EASING_LINEAR, 0.1, 0, function()
self.muzzle_flash_play = false
end)
end
end
Maybe it’s too early to talk about polish, but I have a few suggestions:
Changing the camera FOV(like zoom in and out) when firing can create a nice targeting effect. However, this might require using two separate cameras; one for the world (to change the FOV) and one for the gun (to keep the same FOV).
Add a bit of camera shake when firing or when creatures explode.
It’s confusing, bullets don’t work that way. Even when I can clearly see the enemy, I can’t shoot them, and I don’t understand why. It would be better to either remove the range limitation or find a way to make it clearer (maybe add a green circle showing the gun’s range).
I just had to create an account here to say that the game looks really good! I would love to use Defold for 3D web games as well, so this is exciting to see.
Have you encountered any pain points so far when developing this game?