I got 72 but I am confused. I couldn't figure out if the player is meant to move or be static in the middle. I tried wasd and the arrow keys on my keyboard. The instructions didn't mention movement but it looks like in the screenshots you could move since the player is off center.
The black bullets have a nice bass sound. Interesting enemies with the patterns that are put in. I don't think you want the itch page background color to be the exact same as the Unity window because sometimes I was clicking onto the webpage instead. Which is a pain with right click.
Play game
Rotaction's itch.io pageComments
Its pretty clean, I didn't play for that long, but also didn't encounter any Bugs or anything. Soundeffects are simple but fitting, music is missing, apart from the Titlescreen, I'd say either have music in title and level or not on any one of the two.
Its got a nice difficulty curve, with more and faster enemies, but the super long scoreboard kind of feels overkill, I can see People getting a lot higher scores then I did (136) but not 3 or 4 digits more. Maybe just get rid of leading 0's?
Also doesn't really strike me as a PC or Controller Game, more like some short Phone Game, altho I don't really know how you'd do the 2 shooting colors apart from onscreen buttons.
Dev here, thanks for all the feedback. It's all very useful.
I am noticing that people are playing the WebGL version, there is a Windows version you can download if you scroll down on the game's page if you prefer. And yes, I am aware the WebGL version has bugged UI, I'm looking into fixing that soon.
Got 114 points, and I gotta say, that it's an ok game, but gets boring too quickly, and had no desire to continue playing it after three tries. I don't know... right now it feels like there's no penalty for shooting enemies with wrong coloured bullets, you just switch t the correct colour instead. What I would try to do is to let the player shoot as fast as he can click, but disable the weapon for a short time if he shoots the wrong colour.
Sorry if I come across as harsh, I tend to focus on negatives.
It's really simple and it takes seconds to get into.
You might want to make it so the difficulty curve doesn't swarm the player a minute in since these games are fully built on it.
It's great. Not much to say here other than the difficulty curve needs some work.
I like the concept behind the game, and I think you're well on your way to have a finished product in your hands; once you've finished adding assets and implementing menus, I think the only stuff that's really missing is a big round of juicing, for which I recommend using Super Hexagon as a reference (to be clear, I do like your choice of SFXs and animations so far, I just think you need to add more, because this kind of geometric style has a harder time carrying its own weight).
As for the gameplay, allow using Z/X to fire white/black bullets, and I feel like you should be able to fire at a slightly higher rate when you don't hold a button. Lastly you could consider dividing up enemies in waves, with a wave counter, to give the player the occasional breather ( you could further expand on this by making some levels where the player wins after x waves, and treat your current game as an endless mode).
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