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A jam submission

Hildegarde & LombardView game page

Horseback shooter
Submitted by E. Lowell (@838_LWL) — 2 days, 23 hours before the deadline
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Hildegarde & Lombard's itch.io page

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Comments

Submitted(+1)

It's an interesting game, but needs a lot of QoL features.

Clouds are horrible, they obstruct the bullets in the upper half of the screen. Had to manually erase them from the sprite so that it would be a bit more playable.

It's an interesting concept, but too hard, even on "easy" difficulty. Got a bit easier without the clouds - managed to reach the boss semi-consistently. Not knowing what your hitbox is extremely uncomfortable for this kind of game, especially when your sprite is giant because of the horse. Controlling the shooting angle works, but is very situational. When the game starts - the crossbow is aimed somewhere where it can't shoot, so I had to angle it. 

Sword man is not usable in my experience due to not knowing the hitbox.

But the character sprites are cute.

I can see myself having fun playing it at some point, but right now it's a bit too rough.

Developer

Hey, thanks for streaming my game. It helped me a lot understand the current problem with the difficulty. I hadn't had anyone playtest it before, so I didn't know it was that hard before submitting to DD (though I admit I was only kidding when I said it could be beaten it easily). I already have something set up for showing your hitbox, seems like it was one of the main problems with the demo. I also agree the clouds are a big problem for readability. Glad you liked my amateurish art, though. Hopefully the game will be more playable by the next demo day.

Submitted(+1)

There's some interesting potential in restricting the player's movement like this to add something meaningful to the game in return. There needs to be more, though. Aiming is one thing, but as-is, it is way too situational. Most angles go straight off-screen from most positions. 

The control scheme is awkward. Why can't I aim by holding down a key and then pressing the direction I want? Using up and down is counter-intuitive enough on its own, but the aiming uses some sort of gradual, awkward truncated scrolling for holding the keys instead of simple digital inputs on key press. 

Why is the sword a toggle rather than a hold or having its own button? These state-dependent selection commands are very awkward, as I have to look to my character to know its current state. The sword felt pretty useless, too.

Why is there only one movement speed, for that matter? Movement is already limited, so by forcing me to move quickly, a lot of potential depth in that space is already lost. I can barely position my character correctly to take down the tiny enemies by lightly tapping the arrow keys.

The low base shooting rate at the start is annoying. Power-ups are a bit too high-impact for my liking.

I tried playing on hard first. I found the movement too fast for me to consistently dodge the waves on the first boss pattern, so I tried medium and had the same issue. Then I went to easy and got through the rest of the game that way. The patterns are nice, but only the swinging laser one feels like it's getting any use out of the game's 1D movement. That could probably use some telegraphing though.

Developer

Thank you for the feedback. The boss's first attack is supposed to be learnable, but I made it in a rush for the demo so it may be unbalanced. In fact, it's probably the hardest attack on normal. I'll definitely change it in the future.

I took the control scheme from a  SNES shooter I played a long time ago. It definitely had a lot more angles, but at my current art and programming knowledge it would be hard to implement more states without it looking weird. That's one of the main issues with the player along with the gravity-defying projectiles. Adding a "slow movement" button would be simple but I don't know how it would synergize with the rest of the controls.

The sword has a constant hitbox, even when it's down, so making it a hold would change how it behaves. Generally I don't want the player to have to use too many keys. The sword is mainly for scoring and making dodging easier. If you didn't need it that means you were too good at the game (or I didn't explain properly how it works.) To be honest, it's very unfinished.

Submitted(+1)

I don't know how to respond with useful feedback. I'm terrible at bullet hell games.  I will say it ran without issue on my Arch Linux system. 

Submitted

Neat little prototype but I find it extremely hard to dodge bullets. That said I suck at this genre. I hope to see it again with more polish so I don’t immediately get obliterated.

(+1)

Writing another review since the recent update fixed the framerate issue

I think it's weird that you have to angle Hildegarde's bow at the start before you can start shooting. It'd make more sense to have her pointing straight up from the very beginning.

I can respect the difficulty but having only one life is pretty brutal.  A bomb mechanic where you can clear the screen in a pinch would also be nice. Not sure if this is what the charge mechanic does. I always die before I'm able to figure it out.

It's possible to be in a situation where a bullets is moving horizontally towards the player below Lombard's range. As far as I can tell there's no way to way to survive this. I made a shitty drawing to show roughly what I'm talking about.


I think Lombard's sword could use a buff in general. The sword collider is really tight and awkward to control especially when moving backwards.

After I got used to angling Hildegarde's bow the game overall is not too bad. But I found it too difficult to get very far. Looking forward to further updates.

Submitted

Too difficult for me to play much. I wish I could see my hitbox.

Submitted

I couldn't shoot at all at first.

So I had to press down and somehow rotate my angle.

Controls feel weird in a game like this.

Then there's how I basically have one life and the first stage already having too much stuff going on.

Developer

I wrote the demo with the highest difficulty in mind. The stage part is learnable, boss is tough even for me. But you're right that it might be too hard for people who don't usually play shmups, I'll add a difficulty setting.

Is the physics framerate uncapped? I couldn't really play it cause the game moved really fucking fast for me and I'd die instantly lol

It's not possible to go back to the main menu from the game over screen

Developer

Frame rate should be fixed now. Thank you for the feedback.

Submitted

Windows version works. Gotta say, this is so fucking hard. I am not ready to give any feedback yet, I need to get at least a little good first. 

Submitted

Tried running it on linux (Steam deck), got "Error while loading shared libraries: libSDL2_image-2.0.so.0: cannot open shared object file: No such file or directory"

Developer

I added the libraries in the file, so it should run out of the box now. Thanks for the heads-up.

Submitted

Got an error message when I tried to start this. "You cannot run this application on your computer." Its tagged as windows and linux, maybe the version only works for linux? 

Developer(+1)

Whoops. It ran through Wine so I thought it would work. Thanks for letting me know, I'll change it to Linux-only until I fix it.