Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

This game feels like i’m in an actual anime battle. Love the fact that both characters rotate around each other, it’s super fun and unique. Also love the bullet trail that is shown while shooting. The movement itself feels really responsive and tight, which is great, up to the point where you start flying off in the air, where you can’t see anything anymore because there is no vertical movement. Also not quite sure what that mechanic is for.

I also didn’t find a use for the subweapon, it’s also a bit inconvenient to hit F while cycling left and right. While it is quite cool atm it feels a bit like button meshing. Or rathing cruzing around the enemy until your buttons hit something, because it is all so fast paced. I saw that enemies had differt attacks, but most of the time i would just keep my distance and shoot from far away, because that was the most convenient. At this speed of the game i dunno if you really would be able to go about it any other way? Going close for the meele was mostly difficult, and it was very hard to hit, even thou it felt really cool.

I wish there where a few more sounds for the different boost abilities and meele hits (dunno if there was one for that) i mostly only heared the weapon shots.

I also had the game crash whenever i finished a round and went back to the (character?) selection screen. It only works on first startup.

Also the biggest annoyance was, that the mouse is not locked to the window / no fullscreen mode. I was constantly getting out of range and the loosing focus of the window.

Thanks!

Yeah, there were a couple of things that I believe broke in the final push (things breaking after trying to do another round) and as mentioned elsewhere the UI/UX not being implemented really for weapons/subweapons. Every one of your concerns is totally valid and is something I would like to fix in the near future when I have time, especially the mouse lock (it annoyed me too, but ran out of time)

Lastly. vertical movement exists because originally we wanted to have terrain and buildings you could fly over along with a more proper fps camera setup, but had to pick and choose along the way which art we had time to make/search for and integrate. There also was intended to be more AI patterns that would focus on staying above you, but it didn't make sense to implement without the AI fully cheating and having unlimited vertical boost...which they have, but doesn't feel as unfair because they aren't utilizing it really themselves. If we had buildings and other scenery though, I think that the vertical boost would have made way more sense.

(+1)

Ah i see. Yes flying through a city and above buildings while meanwhile batteling each other sounds like a dope idea! And would also make the fights much more interesting.

"This game feels like i’m in an actual anime battle."

Best compliment we could have received, in my eyes :) Thanks for the thorough feedback, I'm taking notes.   Definitely didn't get to fully tuning the combat and dialing in gameplay as much as we would have liked, but sometimes that's how it goes with a jam.  Already jumped on that bug you mentioned so thanks for that, already pushed up a fix and will try to update the itch build as well.