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Fun game! Although it is a bit overkill to have so many it was very funny to see your pack of 20 dudes running around the map and cleaning all the rooms. Also makes exploring feel very rewarding because you keep finding new companions. Maybe it could have been toned down a little with the rate at which you find companions to make finding a new one more rare and special. Being able to walk through your companions is also great, I hate it when a companion in a game gets in the way and your companions are only helpfull.

the glowing effect looks cool but I think you really went overkill with. Felt like I was playing the game with dirty glasses on.


The combat: shooting felt good and you made a good selection of sfx to make it feel juicy. There where some pitfalls you fell into though for making a shmup. All the bullets moved too fast. The player has to be able to dodge the bullets for it to be engaging and I feel like I was rather tanking bullets than mastering the game. shmups often have the player moving faster or moving as fast as bullets to keep it fair. It is okay to have super fast bullets or even lasers but you have to show a clear tell so they can react to it. The bosses also have a pacing issue. It feels a bit awkward when the boss is doing nothing and takes a bit away from the tension. I don't know if that was intentional as you wanted to give a breather for the player, but I think it's better to keep the player on their toes throughout the fight. Having enemies only appear after opening a door is great. It's a nice way to optimize the game whilst adding tension since the player has to wonder now if it is a good idea to enter a room.

The menu was very snappy and I normally love it when I can act as fast as I can think. However in this game it has kind of ruined my experience in a 'freak button clicking accident': I was spamming my mouse input to shoot and died, the 'jump to main menu' button appeared on the location where I was spamming and I lost all my progress. AAAAAh. I feel so sad 'cause I know you've worked hard on the final screen and I wanted to see it. So that's something to look out for.

Adding all the dialogue in the game was a great decision. It made it very clear how the game is structered, what you can do while adding some flavor to the world.

There was a glitch where items can spawn to the other side of a wall, but hey it's a game jam.

overall, well done. I will try to finish it later but there are just too many games in the jam.

Thanks for playing! I agree with all of your points, I do however want to explain one in specific. The time between bosses was added to ensure the boss fights were survivable. In earlier tests when this didn't exist, it was virtually impossible to collect the crates that would spawn and you'd run out of ammo, however I believe that if I had paired no timeout with far slower bullets (like many have suggested in these comments) then the battles would probably flow far more smootly. And on the menu issue; that really sucks, I had added optional keys to shoot instead (for trackpad users) which would avoid this, but to further stop these problems, a confirmation yes/no would safeguard such an unfortunate event.