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(+1)

I love bullet-hell type games, felt really good to play & shoot up the enemy ships whilst grabbing upgrades. 

From a UX/UI standpoint I'd say try to make the pause menu with controls accessible from anywhere, you don't really know how loud/silent the sounds will be until playing.

I liked the arcade-like pixel-arts-y style, you should apply it to custom UI elements too! ( like the Buttons & Sliders )

Fun little wacky soundtrack, although shooting should have more variations.

Also maybe a good one for a next jam, try making a key binds menu, this is a "make once re-use always" asset many will appreciate! :D

Overall hearing this is your first jam game you did great!

(+1)

Ok, I'll have in mind the pause menu like that, I wanted to put it at the end but I felt maybe I'll break something for how tired I was yesterday.

Yeah, the sounds can be like that, I had to use some extra audio buses in the settings to lower some sounds that were quiet but in game sounded louder or more quiet than intended haha

And about the UI elements, I ran out of time, also for that I didn't put the lifes sprite but probably I'll try to do those in this 2 weeks where I can't modify the game and learn how to put those in the Godot controls, I felt those were janky but mostly because I didn't have too much time to properly learn how to use them

Also, I'll have in mind more shooting variations, 1st I have to balance the drop probability, health of enemies and damages from the game, sometimes I felt it was too hard or more easy than it should


Thanks for the feedback in the UX/UI, usually it's my weakest point in programming so I appreaciate it :D