my only critique would be to add some indication that you are moving away as you shoot. it took me a second to understand what was happening. i thought the enemies were running away from me as i shot at them. but overall great game! got very hectic but in a good way! good job!
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BLASTUS's itch.io pageJudge feedback
Judge feedback is anonymous.
- Well packaged prototype! Great selection of powerups and game loop! Art style worked great and was perfectly contrast balanced so nothing was missed in the middle of the action. However the lack of a background, even parallaxed, hit my rare motion sickness issue. I'm totally fine in extreme VR, but this bothered me physically. A touch of zoom out would help the player bet a better feel of the play area and enemies needing to keep track of. Difficulty scaling seemed a bit harsh when the 2nd mob type was introduced. Maybe introduce two attack types for the player character. One with minimal recoil for DPS, and one for locomotion but also does AoE? Using the controller was problematic due to both the controller input and mouse input being pulled simultaneously, even if off screen of the game. GDD was missing sections that were developed out of scope, or not defined from the beginning. This is a great start, and I hope development continues!
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1fqQDdS-S5732ZPXD3p0dFirLWjopgHfvJhF9PkBhGRo/edit?tab=t.0
Have you checked that your GDD is publicly accessible ?
yes
Is your game set to public on itch.io so we can see it?
yes
Summarise your game!
Arcade inspired high score chasing roguelike shoot 'em up where the only form of movement is being propelled in the opposite direction you're shooting
Please explain how your game fits the theme:
player is Gatling gun, I needn't explain more
Is there anything you'd like the judges to pay particular attention to?
The gameplay and how polished/smooth it feels to play (or if it feels very janky, be sure to let me know!)
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