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(+1)

A really well designed implementation of less ammo more damage that really feels integral to the game as if it were natural, a fun balance to manage that keeps things tense as you play from multiple angles.

- My favorite part was playing the game, and thinking how great the balancing act of getting water/ammo vs using it, and how those enemies water bottles can all of a sudden become *danger* when you're reaching max capacity. Then finally making it to that boss after some attempts, getting low on ammo, and that blast of water bottles coming out and thinking in half a second *crap, am I going to be able to get just enough to recharge but not overload*, ending up in the center of them and dying immediately, and laughing at it all. It just solidified even further how happy I am about the balance you're giving players to manager here and the way its value rapidly changes.
The difficulty isn't bullet-helly, thankfully because I'm no good at them, but also I think that's the right choice for the experience, because you're thinking a lot about how much health you have, how much ammo you can spend, when will a ship that shoots bottles come, how much can you refill before you have to try and kill it, why did it have to shoot another bottle just as you tried to kill it and cost you precious ammo you could have refilled. It was a great time.
I also really like your high score being saved on the metal of the toilet roll, but your current score being written on the paper. The art and overall presentation together really makes a good package.
Also like the sound design where you can immediately recognize the blast of water bottles being shot and get a sigh of relief if you were running low on ammo before you've seen their ship.

- I think the regular hit against an enemy could feel more impactful. It makes sense to be weak as a weak shot, but it ends up feeling quite unsatisfying, especially compared to all the flair you get when you destroy an enemy.
When your balancing your state for damage, it would be nice if there was a more solid visual for how much you were doing, like your bullets vertically up to the left of the sponge bar bottom left, or horizontally above your health bar.

(1 edit) (+1)

Thanks for such a great feedback, I am very happy because we can give the feeling we want to give the player

:D no worries, happy to hear you appreciate it. Good luck with any final tweaks you make to the game, but it was already a fun experience so nice work.