I like how there is a countdown as soon as players start the game and the game doesn't immediately start since it gives them more time get ready. Adding a pause button to the screen also gives players a chance to take a breath and see the enemies' locations.
The concept is simple to understand, and the color-coding of the bats was especially useful for visually recognizing progress in defeating them. The visuals are nice, and really add to the cave theme. Feedback provided along the way, from the sound effects, to the red-tinting of the bats, really helped to understand what was happening.
The jetpack movement and aiming mechanics are fun to play. They gave a sense of thrill to the player. The incorporation of game characterists based on depth and entropy definitely improve the gameplay experience of the player as there is a lot of opportunity for the player to improve his skill with repeated playthroughs.
Showing what variables are changing at the start of each round is good. Having a special movement option (the dash) is also fun!
I love the art style of this game! This atmosphere of being in a cave puts me right in the middle of it! The feel of the shooting is also satisfying to me!
The aesthetics is super fun, and the UI is pretty clear cut and informative. Gameplay is very repeatable and I love chasing a high score.
Good design and flexible character
The gameplay lends itself to a lot of depth and skill expression by using fuel as health. The dash mechanic was also very nice, giving players some room for error. The music also fit the game really well.
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What could this game have done better?
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Sometimes the enemy sprites blends in with the background making it difficult to see. Adding in some bright colored enemy sprites among the dark colored sprites could be helpful
The movement could be a little bit faster/more reactive to improve game feel. Additionally, the delay between when you kill a bat and when it disappears is a bit confusing at times, so it would be nice if the bat could disappear as soon as it has been defeated.
I think the maximum health could be increased to provide a fair challenge to the player. Also Enemy variety could be improved to include diverse mechanics.
Some kind of player feedback when an enemy gets damaged
Perhaps providing a tutorial would allow players to get started with the game more quickly, also, some of the keys in the game conflict with some of my browser's key functions, perhaps this could be taken into account in the future.
I think that there needs to be a better handling on the controls. Moving the character through the space is not very responsive and it is hard to aim.
Reduce the rate of descent
The game felt very difficult right off the bat. Maybe a more gradual difficulty curve would let players learn the game better. Some indicators for when the player gets too close to the bottom of the screen would be nice.
Comments
What did this game do well?
****************************
I like how there is a countdown as soon as players start the game and the game doesn't immediately start since it gives them more time get ready. Adding a pause button to the screen also gives players a chance to take a breath and see the enemies' locations.
The concept is simple to understand, and the color-coding of the bats was especially useful for visually recognizing progress in defeating them. The visuals are nice, and really add to the cave theme. Feedback provided along the way, from the sound effects, to the red-tinting of the bats, really helped to understand what was happening.
The jetpack movement and aiming mechanics are fun to play. They gave a sense of thrill to the player. The incorporation of game characterists based on depth and entropy definitely improve the gameplay experience of the player as there is a lot of opportunity for the player to improve his skill with repeated playthroughs.
Showing what variables are changing at the start of each round is good. Having a special movement option (the dash) is also fun!
I love the art style of this game! This atmosphere of being in a cave puts me right in the middle of it! The feel of the shooting is also satisfying to me!
The aesthetics is super fun, and the UI is pretty clear cut and informative. Gameplay is very repeatable and I love chasing a high score.
Good design and flexible character
The gameplay lends itself to a lot of depth and skill expression by using fuel as health. The dash mechanic was also very nice, giving players some room for error. The music also fit the game really well.
========================================
What could this game have done better?
****************************
Sometimes the enemy sprites blends in with the background making it difficult to see. Adding in some bright colored enemy sprites among the dark colored sprites could be helpful
The movement could be a little bit faster/more reactive to improve game feel. Additionally, the delay between when you kill a bat and when it disappears is a bit confusing at times, so it would be nice if the bat could disappear as soon as it has been defeated.
I think the maximum health could be increased to provide a fair challenge to the player. Also Enemy variety could be improved to include diverse mechanics.
Some kind of player feedback when an enemy gets damaged
Perhaps providing a tutorial would allow players to get started with the game more quickly, also, some of the keys in the game conflict with some of my browser's key functions, perhaps this could be taken into account in the future.
I think that there needs to be a better handling on the controls. Moving the character through the space is not very responsive and it is hard to aim.
Reduce the rate of descent
The game felt very difficult right off the bat. Maybe a more gradual difficulty curve would let players learn the game better. Some indicators for when the player gets too close to the bottom of the screen would be nice.