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(+1)

Nice presentation overall :) Here are my points:
- Pacing felt too slow, there seemed to be too many dead moments where nothing happens, these could be interesting for a boss build up though;
- Every hit I took felt like I should have been able to avoid it, maybe there's an inconsistency between the ship visual and its collision \ hit detection;
- Ship is pushed back to the bottom of the screen, not sure if this is usual behavior for shoot'em ups, this puts less emphasis on backing down to avoid projectiles, which might be part of the overall strategy otherwise;
- There doesn't seem to be any winning condition, I reached 630 points, there were no more enemies and I've spent the last minute going through a yellow plane background without anything happening;
- Scene felt too empty, but that really depends on how may hours you managed to dedicate to this project;
- Liked how some enemies could be hidden under the clouds sometimes;
- I failed to see the relation with megaman outside of the itchio art, making it feel somewhat baity, especially with the page showing seemingly unrelated art without any actual screenshot of the game itself;
- Project description puts emphasis on air and land mechanics but that doesn't translate into anything outside of having different enemies, reading this I'd expect I can maneuver the ship differently based if I'm in the air or on the ground.

Hey Stellar,

Many thanks for trying the game and for your thoughtful feedback. I really appreciated. 

I agree with all your points, this game is not the end product I was aiming for the bootcamp. Unfortunately, life got in the way, so this is an Alpha with some Beta aspects. This explains points #4, 5, 7 and 8, from your comment.

I'm glad you like the presentation. That is one area I spent a lot of time at the beginning, and also explains my delays :P 

I agree with the Pace, and the collision conditions. I still have learning to do in Unity. 


Finally, I will join the next bootcamp in January, where I'll work over these points and many more. Stay Tuned!