At first I kept getting filtered by the fat orange enemies, until I realized that you cannot damage their wings, after which I managed to get to the second boss a couple of times, but didn't manage to beat him. Tried different modes, but I don't think I noticed any difference.
I'd say that the movement speed is a tiny bit too slow for my liking, it' barely faster than slow movement. I also find it weird that the second fire mode slows you down. IMO, the enemies are also too big and take up too much screen space.
I also liked how you added the R key to restart, since I hate waiting for an animation to play out or something when you die, cause it feels like the game is humiliating you.
Can't say much else about it, cause despite making a shooter that has element of a bullet hell, I don't really play them that much, the only one I played a lot was Enter the Gungeon.
The aspect ratio is awkward. It often feels like there is not enough vertical space to control the screen, and yet you can be super sloppy herding bullets back and forth and never get backed into a corner.
There are too many bullet sponge enemies for it to be reasonable to control the screen, and there’s not much variation to what they do, with most if not all obstacles being straight tracking shots. Often, it's better to run circles around and entirely neglect engaging. Very euroshmuppy stage design so far, especially with how much of a hurry they are in to quickly hog up the bottom of the screen.
Why do you have no bomb but a shot type mapped to the x button? If you want an alternate shot, can’t you have it trigger when you tap the shot button?
I like the final pattern on the stage 2 boss, but for it to warrant lasting that long there needs to be some escalation over time.
Overall you have nailed many of the basics but this needs a lot of work still.
Great sound design, you clearly signal damage on ships etc.I don't play too much bullet hell but hopefully this video is helpful. Reminds me of an old DOS game I'd play back in the day
Big dick neo geo shmup energy. I made two waves on arcade and one-and-a-half on Storm Vulcan difficulty, but I'm also not really that good at shmups in general, so I feel difficulty is balanced pretty well.
I also tried starting level 2, it didn't crash for me but it also didn't start, so I assumed it was just a placeholder, or was it supposed to start?
Like mentioned below, the visuals are great, backgrounds, enemy designs and of course the WARNING KILLER MACHINE IS COMING text (the most essential part). I also liked how "readable" everything was, like I never felt I lost sight of the bullets or anything cheap like bullets being too similar to the background/ships etc. Like I feel that's often the detriment of bad shmups, the unreadable clutter, but that wasn't the case here, so great job on the design!
The level selection is just a placeholder for now, the second level starts after wave14 actually.
The difficulty selection is just the rate of rank gain (bullets get faster/some patterns have additional bullets/you get more score) with Storm Vulcan difficulty locking everything at max.
Visually this game is awesome. One thing I really hate in shmups is when everything is too cluttered and hard to read. This has none of those issues. I really like that more minimal, comic-like style it has going on. Reminds me a little bit of Guxt even.
Some of the enemies feel way too tanky, especially those large orange ones in the first stage. Holy fuck they take long to destroy. In general the game also just felt really hard, might just be me being rusty at shmups though.
The game crashed when I tried loading stage 2 from the main menu.
Ty for playing! Got your linux version ready on the download page. Also I added a functional level selection and balanced some enemies hp if you wanna give it a try.
Comments
At first I kept getting filtered by the fat orange enemies, until I realized that you cannot damage their wings, after which I managed to get to the second boss a couple of times, but didn't manage to beat him. Tried different modes, but I don't think I noticed any difference.
I'd say that the movement speed is a tiny bit too slow for my liking, it' barely faster than slow movement. I also find it weird that the second fire mode slows you down. IMO, the enemies are also too big and take up too much screen space.
I also liked how you added the R key to restart, since I hate waiting for an animation to play out or something when you die, cause it feels like the game is humiliating you.
Can't say much else about it, cause despite making a shooter that has element of a bullet hell, I don't really play them that much, the only one I played a lot was Enter the Gungeon.
Hey. I played your game as part of a Demo Day stream. If you didn't catch the stream live, here's a link to the video:
You can see my other demo day 46 streams as well on my channel.
very good, the boss warning sound raped the shit out of my ears tho
Love the visual design and the music is great too. Love that you weren't lazy and added proper damaged sprites for the larger enemy craft
Keep it up!
I like the art, the music is a bit loud. I found it very difficult, but I'm also not great at these types of games. A controls screen would be nice.
This game looks amazing visually. I think you need to add left stick controls for gamepad, but other than that I have no complaints. It was fun!
Awesome game, hard as it should be, very cool design and a great project to follow. Will keep an eye on this one for sure
The aspect ratio is awkward. It often feels like there is not enough vertical space to control the screen, and yet you can be super sloppy herding bullets back and forth and never get backed into a corner.
There are too many bullet sponge enemies for it to be reasonable to control the screen, and there’s not much variation to what they do, with most if not all obstacles being straight tracking shots. Often, it's better to run circles around and entirely neglect engaging. Very euroshmuppy stage design so far, especially with how much of a hurry they are in to quickly hog up the bottom of the screen.
Why do you have no bomb but a shot type mapped to the x button? If you want an alternate shot, can’t you have it trigger when you tap the shot button?
I like the final pattern on the stage 2 boss, but for it to warrant lasting that long there needs to be some escalation over time.
Overall you have nailed many of the basics but this needs a lot of work still.
Penis rare hard game but the aesthetic is fenomenal. Keep it up!!! Hope to see it completed one day
Big dick neo geo shmup energy. I made two waves on arcade and one-and-a-half on Storm Vulcan difficulty, but I'm also not really that good at shmups in general, so I feel difficulty is balanced pretty well.
I also tried starting level 2, it didn't crash for me but it also didn't start, so I assumed it was just a placeholder, or was it supposed to start?
Like mentioned below, the visuals are great, backgrounds, enemy designs and of course the WARNING KILLER MACHINE IS COMING text (the most essential part). I also liked how "readable" everything was, like I never felt I lost sight of the bullets or anything cheap like bullets being too similar to the background/ships etc. Like I feel that's often the detriment of bad shmups, the unreadable clutter, but that wasn't the case here, so great job on the design!
thanks for the feedback!
The level selection is just a placeholder for now, the second level starts after wave14 actually.
The difficulty selection is just the rate of rank gain (bullets get faster/some patterns have additional bullets/you get more score) with Storm Vulcan difficulty locking everything at max.
Visually this game is awesome. One thing I really hate in shmups is when everything is too cluttered and hard to read. This has none of those issues. I really like that more minimal, comic-like style it has going on. Reminds me a little bit of Guxt even.
Some of the enemies feel way too tanky, especially those large orange ones in the first stage. Holy fuck they take long to destroy. In general the game also just felt really hard, might just be me being rusty at shmups though.
The game crashed when I tried loading stage 2 from the main menu.
Oh yeah, Linux version pls next DD.
Ty for playing! Got your linux version ready on the download page.
Also I added a functional level selection and balanced some enemies hp if you wanna give it a try.