In this version of the game, the player has the ability to shoot and reflect
Both actions are mapped to the 'X' key but the game figures out whether you want to reflect or shoot based on whether there's a bullet in range of the player
Only Red (3rd) tier bullets damage the enemy.
In this version the player will never encounter a red bullet first hand because the enemy only reflects up to orange (2nd tier).
This version of the game feels a bit more varied and there's some level of deeper strategy to it.
The sword/gun mechanic is surprisingly intuitive which is good because I hope to include it in the full game.
I have also made a version where the enemy reflects the bullets up to red (3rd tier) which essentially makes bullets that the enemy shot first impossible to use against them. However the player can still defend themselves whilst the bullet is yellow (1st tier).
To damage the enemy in this version the player must fire a bullet, wait for it to come back at them as an orange (2nd tier) bullet and reflect it back as a red (3rd tier) bullet.
Both versions are fun. As I add more complex interactions to the game, the game starts to acquire more strategy but it also gets more difficult as the player has to try and figure more things out at once.
I find the more complex versions are less fun initially but have the potential to get more fun once the player starts to feel comfortable in the environment.
This tells me that I should take a similar approach when making the game as a linear adventure.
I should introduce the player to maybe just the gun or sword first before combining them into one weapon.
The first enemies I introduce the player should be unable to reflect or maybe only non-lethal reflections until a bit later into the game.
If you'd like to play these 2 versions of the game you can download them both
No comments:
Post a Comment