The demo has arrived. Download it. Complete it and comment.
http://www.thepoppenkast.com/data/JW/superninjahunterdemo_one.zip"epic music"The demo has arrived. Download it. Complete it and comment.
http://www.thepoppenkast.com/data/JW/superninjahunterdemo_one.zip"epic music"
Hmmmm. Hard also has more enemies, but yeah. I might add some variation or something. Blegh. How to avoid sniping? Not by adding less spread. More weapons will hopefully fix that later on.
Actually, less spread (less, not turn-it-into-a-railgun) may make the player more comfortable with shooting at mediocre distance, rather than having to blast enemies straight in the face. :D
Also, I've noticed that currently, shooting enemies from above is somehow less effective than from a side, for reasons unknown (maybe it's because of the larger spread and bullets hitting walls ;))Alternatively, you could make survival in a group of enemies easier. Since, currently, as I've noted, sniping is the only real way to progress safely. I don't know how to achieve that, though - bullet time mode? ;)As for enemies on hard: It would be fun if they appeared in new places, rather than together with other enemies. Though, my suggestion would be mainly to distinguish normal and easy more. Maybe on easy, a heart should restore all health rather than one, but you would start with the same amount of hearts as on normal?Thinking about it, projectile bouncing may also be some way - however weird that seems, making the shotgun pellets bounce once after hitting walls may be enough to give that extra advantage against large groups of enemies, without making it any easier to snipe.
Less floaty jumping would be appreciated. Equally, oh-so slightly faster shooting would be nice.
You could force it by closing off the way back during surprise attacks. But that's kinda lame.
I like the game as it is.
But you easily get annoyed when you almost can't get to another platforms when you need to =PMore articles please!