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(+1)

Cute aesthetic, good soundtrack, but the game's experience isn't quite ideal

Why not have the multiple pedrillstals charge together, instead of there being four of them for only one to charge at a time? I don't think you need all four at the same time, but having them charging on different timings would make the game more fluid. The first two bosses don't ask for it very much, as its easy to not get hit, but the final boss that actually can hit you often could use having more than one. The game has a look that makes it seem faster than it actually is, and that waiting time also makes having 0 DP be pointless, as it is easier and faster to die and restart than wait for the charge to fill and put you back to 1.

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Thanks for playing and for the constructive criticism! The waiting times was a known issue through later development, it was difficult trying to balance around making sure you can't beat the first two bosses way too quickly with fast recharges vs making the final boss way too hard with the slower recharges.

I had originally bounced around the idea of spawning more charges more quickly and requiring the player to get more of them before winning and maybe that would have helped your issue of the game being too slow. Sadly I didn't have the time to implement that change later in development and hoped that people would like the game regardless.

Thanks for being genuine in your critique, it helps me get better!

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For the time available it is an understandable issue, but here' my suggested approach if you're taking the project forward:

The enemies could scale with active pedestals, in two ways, even. First,  you could have it be your believed balance "how many pedestals does this boss need to be fair?" The first one is easly a one pedestal, the second one could have 1-2,  the last one could have two normal ones and a slow one, I think.

But you could also make the player activate each of them, and the boss becomes stronger based on how many are active (stronger being different patterns, faster attacks, maybe dealing more than 1 damage per blast, more than one HP, one part of it cant be stunned, such things).  This way the player can shape their own experience, and you get to design a fight in different balances. One boss can be three bosses if you allow yourself to make it so.

The simple fact you can engage and evolve it in so many ways is proof of how you've developed something good already, just needs to be folded a few more times to show its full potential. 

  

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Those are all really good ideas, thanks for the cool suggestions! I like the idea of players being able to dynamically choose their own difficulty, making the fight hectic and fast or relaxed and slow, seems like a strong way to make the game appealing for both casual and hardcore players.

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And you can also appeal to the achievement hunter audience by giving a trophy for beating the fight with each difficulty. Me personally, I love seeing a stage with the statues or stars underneath it showing I've completed it perfectly, so it would get me for sure.