Sorry, I’m completely skill-checked on bullet hell. Still I want to question the design of the first level as a whole: There are no small goals to progress in, that makes it extra frustrating. In the subsequent levels I could at least feel "wow I shot two of the small dudes before dying." Other things I noticed:
The spell on 1/2 remains active through restarting a level
Lack of a quick-restart button upon defeat
Visuals are kinda cool
Listing an XMR donation address is hella based, but along with only having a Linux build makes me suspect yer wanna steal me wallets
Rune system seems cool, I wonder what it will do. Keep fighting the good fight (enginedevving)
Thank you for playing my demo and for the feedback!
I checked out your stream and this gave me a couple of ideas after seeing someone engaging for the first time with it . It was very nice of you to record it as it's much easier to understand for me the main issues of the game and ponder later on on them.
I suspected some people might wonder about in-game sound/music. Seeing that you tried to check and update your system (especially, knowing the frustration of dealing with sound in some Linux systems!), I guess I have to put a sort of a disclaimer or so.
> There are no small goals to progress in, that makes it extra frustrating. In the subsequent levels I could at least feel "wow I shot two of the small dudes before dying."
The game uses V-Sync to cap it at 60 fps at the moment, so this is why without which it was unbeatable essentially (making it to the next stages is an achievement in itself!). I guess I have to make it "properly" sooner or later. At the moment, you can edit the levels in the data/levels/"level name"/phase_one.json if you want to try different patterns of monster spawning.
Now concerning your feedback (which is also much appreciated):
I made these levels available for the demo having full abilities. The story is supposed to have some progress up to this point. There is in fact two arrows by sides which lead either to the previous act or the next one. I guess the grey colour indeed makes them seem to be locked (one still can click on them and/or use arrows to navigate the level selections).
Noted;
Noted;
Thank you!
Yeah, after I uploaded the Linux build only, this also came into my head and I wondered how many people would reconsider downloading the demo after seeing this. But, of course, it is better to be safe and run demos on a separate machine or in a VM or not at all.
I haven't made a Windows build as I run out of time for DD61 as I still need to install and test it or so.
For now, the runes change the last spell colour depending on the combination.
Comments
https://www.twitch.tv/videos/2401074658
Sorry, I’m completely skill-checked on bullet hell. Still I want to question the design of the first level as a whole: There are no small goals to progress in, that makes it extra frustrating. In the subsequent levels I could at least feel "wow I shot two of the small dudes before dying." Other things I noticed:
Rune system seems cool, I wonder what it will do. Keep fighting the good fight (enginedevving)
Thank you for playing my demo and for the feedback!
I checked out your stream and this gave me a couple of ideas after seeing someone engaging for the first time with it . It was very nice of you to record it as it's much easier to understand for me the main issues of the game and ponder later on on them.
I suspected some people might wonder about in-game sound/music. Seeing that you tried to check and update your system (especially, knowing the frustration of dealing with sound in some Linux systems!), I guess I have to put a sort of a disclaimer or so.
The game uses V-Sync to cap it at 60 fps at the moment, so this is why without which it was unbeatable essentially (making it to the next stages is an achievement in itself!). I guess I have to make it "properly" sooner or later. At the moment, you can edit the levels in the data/levels/"level name"/phase_one.json if you want to try different patterns of monster spawning.
Now concerning your feedback (which is also much appreciated):
Again thank you for testing it out!