GOOD GAME. Music & SFX are on point. Gameplay is SOLID. I didn't see the point of focus mode. My only complaint is the camera zoom as you approach the center is kinda annoying--feels like I lose a lot of stage awareness because of it. Everyone else is talking about circling being a viable strategy but I think they're missing an important point--just circling will keep you from dying, yes, but it doesn't keep the multiplier high enough to really crack the high scores. I think I got to the point where I was killing them TOO quickly to maintain a high multiplier at the end--and that's VERY COOL. Really gets my noggin joggin. Add in some more enemies and you've got an absolute banger on your hands.
Here's the video of my playthrough (still uploading & processing if you see this right away), I hope it helps!
Interesting concept. Pretty juicy overall, and simple (but at least I could finish). I was just a bit confused by the projectiles having the same color as the static enemies.
audio and visuals felt really awesome. gameplay-wise felt pretty uninspired. the circular roomshape gimmick could be cool on paper but it feels a little underexplored. Maybe your sub weapon could be designed with some synergy towards the room shape?
usually shmups have a risk reward vs being far forward vs far back, can you recreate that gameplay somehow with more enemy variety?
Hello! I tried your game! It was pretty interesting. Here's some of my feedback:
- I kind of uncounciosly expected many times that moving the ship left or right kind of gravitated it to the center (as in the ship kepping that same distance with the center and without worrying about moving up or down). It's hard to explain for me but imagine like a string attached to a nail and as you move the string to the "left" the distance is the same to center.
I'm not saying the movement setting as it is is bad, it's just a thought I wanted to share. I did get used to it at some point but uncounciosly I still did it in between.
- I liked the time limit! Especially for these fast paced games that can go on and on forever.
- The art is nice and the vfx, screen shakes, etc. were super cool. It would be nice to see more of that anime girl you had in the menu inside the gameplay.
Well it seems many people already mentioned stuff about the movement. Still, nice work!
background and characters enemies clash a lot either mute the background down and brighten the character sprites or have some kind of white outlines to sprites which wouldn't what I prefer but would be easier to track what's going on
I would like to have an option for left/right moving the character clockwise/counter clockwise and up down for moving in and out rather than it changing for every quarter, it's still alright this way but I think an option like that would add to the game
Visuals and music are great, but controls felt slightly awkward. Right/left mapped to move clockwise/anticlockwise and up/down to move towards/away from centre would feel more natural to me. Also needs way more enemy variety and/or attack patterns, but this you’ve got a solid base!
I actually did try for a control scheme like that at first, but it didnt felt as intuitive as I thought so I opted for the usual 8 direction control instead. Others have mentioned about this though so I'll see if I can add it back in as an option. More enemy varieties are definitely planned too. Thanks for the feedback.
You need things that prevent spinning around forever being a viable tactic. You can do this by having enemies that shoot around the player for example, forcing them to stop and dodge. Bullethells also do the same by filling the screen with bullets so you need to weave around the bullets.
That was fun. As people said, enemies must have a bigger variety of attacks. They must force you to do something else besides just spinning . Maybe even the boundaries of the screen could hurt you in order to force the player to go to the center. I love the sound effects and music. The ship's color is way too similar to the background color. I know it creates harmony, but I'd like it if they weren't merging together this much. I'd like to see a boss battle next!
Great graphics, music and aethetics. Problem is the gameplay is pretty bad with the enemies shooting where you are and nothing to do anything else. You can go into a circle and dodge everything and I wanted to stop playing after ten seconds since there was nothing else to enjoy about it once I realized that. Also the score form doing it is dumb. Please make the enemies actually fight to be fun to fight, because right now you have style and presentation without any real care for the gameplay. Also going into the center with the zooming in isn't the best thing to have.
My main target platform was just on itch so I hadn't considered that. I'll keep that in mind.
I did try to adjust the existing enemies' speed and whatnot to see if it makes it difficult, but yeah it's easy to cheese the game. Most of my plans after prealpha is to work on the enemies to prevent things like that.
Comments
GOOD GAME. Music & SFX are on point. Gameplay is SOLID. I didn't see the point of focus mode. My only complaint is the camera zoom as you approach the center is kinda annoying--feels like I lose a lot of stage awareness because of it. Everyone else is talking about circling being a viable strategy but I think they're missing an important point--just circling will keep you from dying, yes, but it doesn't keep the multiplier high enough to really crack the high scores. I think I got to the point where I was killing them TOO quickly to maintain a high multiplier at the end--and that's VERY COOL. Really gets my noggin joggin. Add in some more enemies and you've got an absolute banger on your hands.
Here's the video of my playthrough (still uploading & processing if you see this right away), I hope it helps!
Interesting concept. Pretty juicy overall, and simple (but at least I could finish). I was just a bit confused by the projectiles having the same color as the static enemies.
audio and visuals felt really awesome. gameplay-wise felt pretty uninspired. the circular roomshape gimmick could be cool on paper but it feels a little underexplored. Maybe your sub weapon could be designed with some synergy towards the room shape? usually shmups have a risk reward vs being far forward vs far back, can you recreate that gameplay somehow with more enemy variety?
nitpicks:
WASD option would be awesome
Hello! I tried your game! It was pretty interesting. Here's some of my feedback:
- I kind of uncounciosly expected many times that moving the ship left or right kind of gravitated it to the center (as in the ship kepping that same distance with the center and without worrying about moving up or down). It's hard to explain for me but imagine like a string attached to a nail and as you move the string to the "left" the distance is the same to center.
I'm not saying the movement setting as it is is bad, it's just a thought I wanted to share. I did get used to it at some point but uncounciosly I still did it in between.
- I liked the time limit! Especially for these fast paced games that can go on and on forever.
- The art is nice and the vfx, screen shakes, etc. were super cool. It would be nice to see more of that anime girl you had in the menu inside the gameplay.
Well it seems many people already mentioned stuff about the movement. Still, nice work!
You are the best!
background and characters enemies clash a lot either mute the background down and brighten the character sprites or have some kind of white outlines to sprites which wouldn't what I prefer but would be easier to track what's going on
I would like to have an option for left/right moving the character clockwise/counter clockwise and up down for moving in and out rather than it changing for every quarter, it's still alright this way but I think an option like that would add to the game
nice demo
Art is very good, in some aspects the game plays well too.
Some notes:
Visuals and music are great, but controls felt slightly awkward. Right/left mapped to move clockwise/anticlockwise and up/down to move towards/away from centre would feel more natural to me. Also needs way more enemy variety and/or attack patterns, but this you’ve got a solid base!
I actually did try for a control scheme like that at first, but it didnt felt as intuitive as I thought so I opted for the usual 8 direction control instead. Others have mentioned about this though so I'll see if I can add it back in as an option. More enemy varieties are definitely planned too. Thanks for the feedback.
You need things that prevent spinning around forever being a viable tactic. You can do this by having enemies that shoot around the player for example, forcing them to stop and dodge. Bullethells also do the same by filling the screen with bullets so you need to weave around the bullets.
Nice game feel, juicy and fun.
That was fun. As people said, enemies must have a bigger variety of attacks. They must force you to do something else besides just spinning . Maybe even the boundaries of the screen could hurt you in order to force the player to go to the center.
I love the sound effects and music. The ship's color is way too similar to the background color. I know it creates harmony, but I'd like it if they weren't merging together this much.
I'd like to see a boss battle next!
Great graphics, music and aethetics. Problem is the gameplay is pretty bad with the enemies shooting where you are and nothing to do anything else. You can go into a circle and dodge everything and I wanted to stop playing after ten seconds since there was nothing else to enjoy about it once I realized that. Also the score form doing it is dumb. Please make the enemies actually fight to be fun to fight, because right now you have style and presentation without any real care for the gameplay. Also going into the center with the zooming in isn't the best thing to have.
Hey, thanks for playing.