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(+1)

Thanks for the feedback! There are a couple of balance issues I probably need to look at. Would have been good if I got some variety in the bullet patterns too. What level did you get up to out of curiosity? If you get to the 5th level red enemies start coming (which require you to tag the bullets to red level), and the 10th has purple enemies I believe, with medium strength red ships. 

The biggest problem was a bug I introduced in the last hour which makes you respawn in the middle at the start of each level, that's what's killed me more than the enemies itself :( 

Anyway, thanks again for the play!

(+1)

Ah, I see, guess I didn’t get further then 4 levels, then. The major problem is that when you rewind, both the enemy and the yellow bullet travel backwards in time exactly to the point when the enemy shot the bullet. Still it gets challenging with many enemies, so this isn’t a big problem, of course.

(+1)

Yes, indeed that is a problem that I didn't quite nail, I didn't initially design it like that tbh; initially the enemies didn't rewind, only the bullets. But I found what was happening was the bullets would go back to their origin and most often not hit an enemy (because the enemies move up and down slightly too, if the bullet spawned at the front they de-materialised before they could even reach an enemy). I thought it would be quite frustrating for the player to wait for the rewind to unlock only to then miss a bunch of enemies, I found it was more enjoyable hitting the rewind button, having to dodge bullets in both directions, but then be paid off by destroying a bunch of enemies. 

I wish I had started the game a few days earlier, I wouldn't have had the respawn bug and I could have made the difficulty curve a bit better.  

Thanks again for the extra feedback :)