I really love the vector based look of this. Some added post-processing with some bloom or something might help sell the vector monitor look. The movement is really weird though, it's floaty and sometimes you get a crap load of acceleration out of nowhere, especially on sloped surfaces.
An incredibly beautiful and stylish game. The appearance is unyielding, the graphics are good and the enemies have a perfect AI.
The only things I would like to comment on are:
1) Sometimes, due to the simple colors of the walls (mainly black with some green lines) at the forks it takes a while until you understand where to go (a bit dizzying for me, but that's only because I'm more unfamiliar with such styles of games).
2) I mostly used the first weapon, because the second one gave damage too late, so it was better to take it and use only the first one.
I finished the game and I really liked the final level (though a bit harder).
I like the vector style, it also has everything be imediately readable which helps whith how fast the overall pace can be at times, the platforming aspect is also really cool and i like how you’re introduced gradually to it all, even if the purple bounce pad/ball are a bit hard to master cause of the momentum once you’re in the air.
Enemy variety is also nice, i just felt that the floating demon heads were a bit too fast which makes things hectic when they’re in numbers.
Other than that i had a good time trying this one out :)
This was great! The enemies were varied, keeping the arenas interesting, and the two weapons were both useful throughout. Weapon feedback felt great too. Some instructions at the start of the level would have been nice, I played the first few levels with just the pistol and no understanding of the air controls. Once I figured that out though, the last two levels that require air control felt great to play. I think that in the last level, your movement controller really shined, since you can use air control and speed to your advantage. Earlier levels felt a bit cramped, especially since changing directions feels sluggish. With a bit more snappy movement, the turrets and skulls would probably be easier to dodge.
Overall, great work! Compliments on the art style as well, of course :)
I saw your progress on the #7dfps hashtag on Twitter, and I was immediately hooked. The artstyle and audio effects are on point - even if it wasn’t technically possible on old arcade cabinets :)
I did think the movement is too floaty; gravity and air control are low while movement speed is high, leading to an unresponsive scheme. I also thought there was a weird amount of mouse acceloration which discouraged me from aiming.
But the game design is solid. Mechanics are introduced in a safe and contained environment, levels are tight, objectives are readable, and nothing is really wasted. If you do keep working on it (which I recommend you do), I’d tighten up the movement and sell it as a speedrun game. Good stuff.
I really liked your game! The combat feels snappy and it is overall very polished, especially with short time-frame! The graphics style is pretty unique and i think the sound effects fit well! Maybe you could even add some 8bit music. One little thing I would criticize that the health bar is kind of hard to read. But all in all, great game!
Comments
I really love the vector based look of this. Some added post-processing with some bloom or something might help sell the vector monitor look. The movement is really weird though, it's floaty and sometimes you get a crap load of acceleration out of nowhere, especially on sloped surfaces.
An incredibly beautiful and stylish game. The appearance is unyielding, the graphics are good and the enemies have a perfect AI.
The only things I would like to comment on are:
1) Sometimes, due to the simple colors of the walls (mainly black with some green lines) at the forks it takes a while until you understand where to go (a bit dizzying for me, but that's only because I'm more unfamiliar with such styles of games).
2) I mostly used the first weapon, because the second one gave damage too late, so it was better to take it and use only the first one.
I finished the game and I really liked the final level (though a bit harder).
Really cool entry.
I like the vector style, it also has everything be imediately readable which helps whith how fast the overall pace can be at times, the platforming aspect is also really cool and i like how you’re introduced gradually to it all, even if the purple bounce pad/ball are a bit hard to master cause of the momentum once you’re in the air.
Enemy variety is also nice, i just felt that the floating demon heads were a bit too fast which makes things hectic when they’re in numbers.
Other than that i had a good time trying this one out :)
This was great! The enemies were varied, keeping the arenas interesting, and the two weapons were both useful throughout. Weapon feedback felt great too. Some instructions at the start of the level would have been nice, I played the first few levels with just the pistol and no understanding of the air controls. Once I figured that out though, the last two levels that require air control felt great to play. I think that in the last level, your movement controller really shined, since you can use air control and speed to your advantage. Earlier levels felt a bit cramped, especially since changing directions feels sluggish. With a bit more snappy movement, the turrets and skulls would probably be easier to dodge.
Overall, great work! Compliments on the art style as well, of course :)
I DIG this art style!
I saw your progress on the #7dfps hashtag on Twitter, and I was immediately hooked. The artstyle and audio effects are on point - even if it wasn’t technically possible on old arcade cabinets :)
I did think the movement is too floaty; gravity and air control are low while movement speed is high, leading to an unresponsive scheme. I also thought there was a weird amount of mouse acceloration which discouraged me from aiming.
But the game design is solid. Mechanics are introduced in a safe and contained environment, levels are tight, objectives are readable, and nothing is really wasted. If you do keep working on it (which I recommend you do), I’d tighten up the movement and sell it as a speedrun game. Good stuff.
I really liked your game! The combat feels snappy and it is overall very polished, especially with short time-frame! The graphics style is pretty unique and i think the sound effects fit well! Maybe you could even add some 8bit music. One little thing I would criticize that the health bar is kind of hard to read. But all in all, great game!
Glad you enjoyed it!
Yeah I'm thinking I could have filled in the health bar a lot more. As it is now there's probably too much transparent empty space in it.
Very cool game