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I wish there was a button to slow down Gura's movement for more precise movement.
Ah, there is i just forgot to put it in the tutorial.
Its Left shift or semi-colon on the keyboard, or Left trigger for gamepad.
Nice simple game without any (at least i haven't found any) bugs, it was a bit too slow for me, maybe you could add different difficulity or make simple ai for the enemies.
Also one thing i found that i ended up not shooting down corrupt shripms (the one that shoot out projectiles) because it was way easier to dodge them instead of dodging the bullets, you could make a punishment for missed enemies or make them linger on the screen. But overall pretty fun game!
Feels like I'm playing Ikaruga all over again. I love shmups so this is great fun for me! Tutorial key swapping around depending on which control scheme I am using is a great touch too.
This may be unconventional feedback, but I wish the title of this game is a little less generic.
Simple but fun to play! I really like how you gave the tutorial. Also, the enemies have great patterns
Good idea!
Maybe a bit more difficulty would be nice :3.
I could stay in the right corner for a long time without getting hit >w<.
It's a cute game! I think you're a bit too slow, your hitbox is a bit too big and the hurt box of the enemies a tad too small, but overall I liked it. I think there could be more to be done with the color mechanic (take Ikaruga for example), but considering this was a solo work and Ikaruga's mechanics are not easy to implement to say the least, I'm just being nitpicky here. Very neat little shmup. Good job!
Its a fun little shmup. The hitbox seemed absurdly big, but reading below it looks like it was just the head? Maybe that's why I kept getting hit since I assumed it was the full body. I agree with there not really being an incentive to actually shoot the normal shrimps. Maybe a power-up system where they could drop stuff would help?
Simple but charming.
Nice tutorial btw, really well made!
A nice little Bullet Hell Game. But The mechanics are kinda counter productive? Like why would you need to shoot down the colored shrimps if you can just dodge them instead to not cause bullet explosions. I do like mechanic with switching gura between red and blue gura. Even though it took me a bit to figure out what the difference is so maybe add into the tutorial that they can only hit and be hit by the opposite colors. For the colored shrimps a recommendation is either as the others said include a scoreboard so there is a usage in shooting them down OR making them nuisances if you DONT shoot them down. like shooting big sprays of bullets down which are hardly dodgable so you have a need to get rid of them. Otherwise I like the idea!
The boss fight was the highlight of the game. It required some moving around to clear.
However, the regular shrimps were not really a challenge and there was no incentive for shooting them down. In fact, it was better not to take down some of them as they exploded into projectiles!
I think a scoring system would have helped as incentive to shoot everything down, with colored shrimps giving more points.
Additionally, the player hitbox is not obvious. After some experiments I figured out it was only Gura's head. I suggest including this information somewhere in the tutorial.
If you update the game after the jam, I think animating Gura's tail would give her more personality. :)
Really addicting, love a good shoot em up. Would have liked a score board just to see how i compare to others haha.