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(4 edits) (+5)

Of the games I have played so far, this is my favorite (Edit: After playing more of the entries, it's currently my second favorite, but it's still very strong. For anyone interested, Ovs is currently my favorite, as while Ovs' art is weak, the gameplay is fresh and interesting in a way that really speaks to me.). The intro is dynamic, and the game feels like you could publish it right now and be better than all the mediocre games being sold on Steam and the like.

On a negative note though,  I agree with aandreaasperges about the art, (specifically, the beehive that the first boss comes out of was the biggest offender) and it's just a tad too difficult for me personally.

(1 edit) (+2)

I want to say that I agree with you, OvS isn't my #1 favourite but it is one of the stronger entries in this contest for sure. There aren't other games that play like it. The presentation is a bit simple/minimalist and that can put some people off (in addition to if they don't like puzzle platformers much.)

I think the game deserves more ratings. Same with Mortimer Dark.
Also, you'll be happy to know I fixed the Wasps Nest.

Out of curiosity, do you find the game too hard due to the controls? Or would it mostly be because you don't play a lot of shooters?
(Unless you do, in which case, never-mind the second part of that question.)

(1 edit) (+2)

Y'know, after playing a bit more, I honestly don't think that the difficulty is too much, at least on Practice Mode, for me. Sorry for the unhelpful feedback, haha. The controls (specifically the up/down weapons and flash shield) took some getting used to simply due to being different from any other shooter I've played, but I think I've crossed that hurdle now. I'm still having trouble finding ways to apply the down/up firing modes to gameplay, but it's nice to have them just for some flexibility.

Oh, two little bugs (that you've probably already fixed, but they're broken in the jam version): on the continue screen, you can move the character left and right with the arrow keys (I couldn't find any use for this, so I assume it's a bug), and during gameplay, holding left and right fire at the same time causes the player character to rapidly switch direction.

(2 edits) (+2)

Hey man, just wanted to say that I totally really appreciate that you assumed I knew that bug existed and fixed it already (I didn't know it even existed lol.) Actually, you were the only one to discover that. Thanks for the bug report! How embarrassing, though. But not as embarrassing as when the high score text on the title screen read "Harcdore" for the longest time and Firespike, who noticed the typo last year when I first made the title screen, chose to wait until near the deadline to see if I would notice (I didn't) because he thought it was funny (it was. BUT STILL!!! That font was pixel art. I manually and very slowly made that typo.)

As for your second bug, it's not a 'bug' in the traditional sense. I was aware of this one. It's impossible to do on the intended controls (game-pad/controller) because you cannot shoot left and right simultaneously on a stick, but you can on a keyboard. Depending on the results of this contest, I may leave the keyboard controls in the final game build. Specifically for players who don't own game-pads. However the game isn't built around the keyboard controls. I was able to beat stages with them, but it's awkward. The game-pad is far superior for the experience. I guess to fix this second bug I would simply put in a check to make sure the opposite direction isn't being held down on each side. At least in my head it seems like a simple fix. I'll do that soon here.

About the controls. I've left in a couple of things for players to discover if they get creative and are observant. I don't want to say what they are, but I will say that whether or not you discover them you will get better at the game over time. This was an intentional decision on my part, I wanted the experience to be this way. The 'twist' with the controls isn't some very sophisticated/complex feature, but it requires the player to get used to the game on its terms. You have to meet it halfway in that sense. And as a result, the experience will stick with you more. When I tested Coma State Eden, I almost always tested on Hardcore mode because I needed to know that the game content could be beaten at its most challenging iteration.

Edit:
Both bugs are fixed!

(+2)

I think that if you have any intention of selling this on PC, you should leave the keyboard support in, as while I mostly played it with my DualShock 4, not everyone owns a controller. Now that the keyboard-specific bug is fixed, I can't see any reason to remove it, haha.

Anyways, thanks for taking the time to respond to my feedback!