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(1 edit) (+1)

Really cool visuals and I appreciate the mix-up to the normal VS formula.

  • There is almost no feedback or warning to most of the damage I took. Every run, I got the game over screen unexpectedly. As the other guy mentioned, the regular enemies shouldn't be able to ram up my ass from nowhere, and the big green circle thingy just damages you if you touch it? I think? I don't know.
  • Having warning arrows both on my guy and on the ground for the charging enemies was great, but not having anything like that for regular enemies right behind me?
  • I get that the sniper enemy is supposed to lock onto me for a bit and then I can dodge it, but it felt gamey and arbitrary that it would stay locked on for a period regardless of dashes and slowdown. Would feel more real if it rotated to track you instead of locking on.
  • There was a moment when there was a regular enemy inches in front of me but my weapon was firing at an enemy further back through the first one. Not sure what the targeting priority is.
  • The weapon selection/chests are really not explained, nor did I know which rifle I actually had. Pressing Select gave me zero feedback and Refresh didn't seem to do anything.
  • EDIT: There were moments where it felt like I wasn't moving in my intended direction. Really can't explain it beyond that.
(+1)

Yeah, all good points.

  • The clarity for taking damage is definitely placeholder haha. You got it on the green circle; it's part of the pyramid enemy. I'm definitely planning a tutorial that'll  when I've got the gameplay hammered down.
  • I think I'll nerf the troopers and see how it goes, but yeah I'll probably add a very short range radar for enemies behind you once I figure out how to make it look good on the UI.
  • I'll have to think about the lock-on thing. A key function all the specials serve is to be able to threaten you at all ranges and speeds, and being able to just dash to disable them would definitely be something I'd need to do carefully.
  • It should be the closest enemy, though it might be an issue with hitboxes at super close ranges? I'll look into it, thanks for the heads up.
  • Yeah the whole metaprogression is definitely  a v0.1 early alpha thing. It's all a total hack job since I was solely focused on making the game fun first.

Thanks for the feedback, I appreciate it!