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(1 edit) (+1)

The art and polish on this game is insane. The micromanaging game with the entities was also a really cool interpretation of the theme. I do agree with some other comments about dodging being a bit counter-intuitive to most other bullet hell style games, but that could just be me not used to being invulnerable. It also feels a bit bad just waiting until one of the high-fives generates a sword, maybe it would help by adding some sort of indicator to show how many high-fives left until the next sword generates? Really good job nonetheless.

I had implemented a HUD bar that filled up and the token spawned very predictably every 7 high fives or something. I changed the calculation on purpose and removed this bar. I wanted it to feel a bit more random and the player to be able to focus on dodging, and then having to plan and improvise when the token spawned, I wanted this feeling of "when is it coming?". Also I did not want a hud bar just for this system, so it was a win-win for me. Currently, each high five that doesn't spawn token increases a chance of spawning by 4%, and when it spawns, the chance is reset to 0%. Sad to hear you didn't like this unpredictability, and thanks for bringing that up. Maybe it is still something to look at and study in future playtests and feedbacks if I keep working on this game. Maybe showing some kind of visual aid when the chance is high so players can manage the expectations better can make this system feel better too.

About the counter-intuitive part of the player's body. Yeah, that's a bummer, I didn't factor this would be such a friction. Still thinking about how to make this part smoother.

Thanks a lot for the feedback