Played quite a few levels and killed a bunch of plants and cubes. The idea is honestly a pretty cool puzzle game, and kinda challenging as it should be. The fact that all projectiles are lethal and bounce once are great and I like the limit of 3 for your character. I would love to see a dash or shield that you could unlock for your character although it might make it easy. I liked the levels and they were balanced well. What do you plan on adding next? Look forward to more.
Currently I'm working on animations, models, and implementing upgrades. It should be ready by next demo day. Upgrades will make you stronger (some like the ones you mentioned, perhaps) but hopefully difficulty will be balanced by new enemies with better capabilities as well. Not sure when these will be ready though.
The ricochet bullet idea is so good that I wish I could fire bullets that ricochet more than once. You should borrow the visual from CrossCode that shows the potential angles for shots up to a certain distance while aiming so the player does less guess work, especially since the enemies seem to have a perfect idea of where I am at most times. Faster bullets would also help that cool ricochet happen more often on moving targets.
Don't know how to feel about movement speed since it seems that's how the enemy shots are balanced, maybe a focus and grazing mechanic could encourage players to stand closer to bullets at that speed to build a resource for different spells? Either way I'm looking forward to where this goes based on the ricochet bullets alone.
Eventually you will be able to get upgrades mid-run with various effects such as more bounces and faster bullets. I'm unsure about displaying the bounce angle, since that is part of the difficulty. Perhaps as an easy mode or an upgrade, but as of now I doubt I'll add it.
Speed is subject to change, for now it might feel a bit easy since the enemies I had time to add for this prototype are really basic and harmless, only being complicated when they appear in large numbers. More complex and faster enemy bullets will be added in time. Also, i plan to make all bullets slightly larger.
Don't limit the number of Projectiles I can have active please, I'd rather have a cooldown after shooting X amounts, especially when the Projectiles had long ways to fly it would cause me to be stuck without being able to do much.
Would like the Room transitions to be between Doors and more naturally rather then just swapping rooms with a blackscreen.
Models are great, Plants are cute, Hero is especially cute, in my Mind wasted on a Camera that far away however, couldn't properly appreciate them being that small on Screen.
As you say the game currently lacks a lot of content since it's just a prototype, so a lot of systems aren't in yet. The amount of bullets you can spend will be possible to increase via upgrades mid-run, however part of the strategy is to try and use your shots sparingly so you're not caught without when you need them. It's in a bit of an awkward place difficulty-like right now because I only had time to make two enemies for this prototype, but you'll be seeing tougher enemies and upgrades before going on for this many rooms in the future.
Doors were initially added as perhaps a way to transition levels, but for now I've skipped on having them work that way since currently there's nothing to do in a level after clearing them, and not sure if there will be. Movement speed isn't exactly high so if you have nothing to do in a room after clearing it and the doorway is at the other end, I feel it's better to just cut out than to waste time.
Thanks for the compliment! I don't think the camera can be any closer during normal gameplay though due to how the camera needs to be static and encapsulate the whole level. There will however be other types of scenes where closeups might be possible, such as shops or character selection.
Comments
Played quite a few levels and killed a bunch of plants and cubes. The idea is honestly a pretty cool puzzle game, and kinda challenging as it should be. The fact that all projectiles are lethal and bounce once are great and I like the limit of 3 for your character. I would love to see a dash or shield that you could unlock for your character although it might make it easy. I liked the levels and they were balanced well. What do you plan on adding next? Look forward to more.
Thanks for playing!
Currently I'm working on animations, models, and implementing upgrades. It should be ready by next demo day. Upgrades will make you stronger (some like the ones you mentioned, perhaps) but hopefully difficulty will be balanced by new enemies with better capabilities as well. Not sure when these will be ready though.
I hope you can look forward to it!
Fun game!
Reminiscent of Wii tanks with a fantasy splash of paint in it's current state.
No issues seen at this point. Am curious to see where you go with this.
Thanks for playing!
That is indeed the inspiration, we plan to add in many more features though since the intent isn't to just clone the game.
Thanks for playing and thank you for the feedback!
In regards to player speed, you'll be able to increase it via upgrades in the future.
Adorable character and great environment art.
The ricochet bullet idea is so good that I wish I could fire bullets that ricochet more than once. You should borrow the visual from CrossCode that shows the potential angles for shots up to a certain distance while aiming so the player does less guess work, especially since the enemies seem to have a perfect idea of where I am at most times. Faster bullets would also help that cool ricochet happen more often on moving targets.
Don't know how to feel about movement speed since it seems that's how the enemy shots are balanced, maybe a focus and grazing mechanic could encourage players to stand closer to bullets at that speed to build a resource for different spells? Either way I'm looking forward to where this goes based on the ricochet bullets alone.
Thanks for playing!
Eventually you will be able to get upgrades mid-run with various effects such as more bounces and faster bullets. I'm unsure about displaying the bounce angle, since that is part of the difficulty. Perhaps as an easy mode or an upgrade, but as of now I doubt I'll add it.
Speed is subject to change, for now it might feel a bit easy since the enemies I had time to add for this prototype are really basic and harmless, only being complicated when they appear in large numbers. More complex and faster enemy bullets will be added in time. Also, i plan to make all bullets slightly larger.
Haven't played CrossCode, I'll take a look!
Not much there yet, but feels solid.
Don't limit the number of Projectiles I can have active please, I'd rather have a cooldown after shooting X amounts, especially when the Projectiles had long ways to fly it would cause me to be stuck without being able to do much.
Would like the Room transitions to be between Doors and more naturally rather then just swapping rooms with a blackscreen.
Models are great, Plants are cute, Hero is especially cute, in my Mind wasted on a Camera that far away however, couldn't properly appreciate them being that small on Screen.
Thanks for playing!
As you say the game currently lacks a lot of content since it's just a prototype, so a lot of systems aren't in yet. The amount of bullets you can spend will be possible to increase via upgrades mid-run, however part of the strategy is to try and use your shots sparingly so you're not caught without when you need them. It's in a bit of an awkward place difficulty-like right now because I only had time to make two enemies for this prototype, but you'll be seeing tougher enemies and upgrades before going on for this many rooms in the future.
Doors were initially added as perhaps a way to transition levels, but for now I've skipped on having them work that way since currently there's nothing to do in a level after clearing them, and not sure if there will be. Movement speed isn't exactly high so if you have nothing to do in a room after clearing it and the doorway is at the other end, I feel it's better to just cut out than to waste time.
Thanks for the compliment! I don't think the camera can be any closer during normal gameplay though due to how the camera needs to be static and encapsulate the whole level. There will however be other types of scenes where closeups might be possible, such as shops or character selection.