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(3 edits) (+1)

DEMO V1:

It's fun. However my main issues are readibility related.


The first level escalates in difficulty way too fast, and at a point the checkpoints are too harsh. It feels like handling some of these rooms is like just adapting to move in a way that throws the enemies off, rather than paying attention to the specific patterns. However, I do appreciate the room like design. I think it's a clever idea for this kind of game. More verticallity can keep things fresh between rooms.


There is no invincibility buffer, and I feel when making a 3D shmup you have to embrace the fact that readability will be one of your hardest to solve issues when you've got multiple patterns happening in 3D space. I don't think the solution is fixing readibility 100%. I think being generous regarding the chaos is a good way to tackle it. Gimme a counter, that if fails eats fuel, otherwise deflects the bullets fired at me. Gimme a hover or double jump. A lot of these patterns are vertical after all; *even a little* would help a ton. There are options I just can't do since the game is feeling cruel about it. I wanna grab a power up and make a winning move, but like 5 enemies are stationed right around it.


There isn't enough visual feedback when I level up or collect a powerup. A little notification would do.


I think the music is okay, but it's repetitive for the level's length.


Despite dumping a heap of critique, it was fun. Getting a power up and taking out a hoard you had trouble with was neat. Managing to successfully dodge a heap of bullets and begin picking up on what enemies I want to take out first felt a little strategic. Dashing around enemies feels fun. With gameplay polish, I think this could become console release tier. The visuals are simple, yet the combination of elements you put in feels unique. I can't find another game that plays or looks like this, so it's definitely a unique flavor of fun. And it's certainly worth keeping an eye on.