Simple but clear and consistent aesthetic, with really nice tight controls, and an engaging short and long-term gameloop as you lose then desperately try to get bullets from enemies without dying first.
Had a lot of fun playing this. Best I managed was 24 kills.
- My favorite part was those intense moments where you shoot your last bullet, miss, and then have that real speed without any bullets left, enemy shoots and you use that speed to dodge, grab their bullet and manage to shoot again and kill them, in the moment forgetting to go and pick up the bullet because they despawn and then freezing as you wait for the next spawn to pop up haha. Great experience and implementation of the theme, that made for a good game.
The despawn for the bullets was a great design choice and really made it all more tense and fun.
Really appreciated the spawn indicators, and being able to swap hands holding the weapon, QOL features that really helped improve the experience.
I like the consistency and pacing of the time between shots of enemies, that makes you feel more in control when you need to manipulate them to try and actively dodge and get a bullet from them.
Good choice of music/sound, and the font complimented the art well.
- I think with how important it is to know you've shot your last bullet, even if sometimes you're in a position to notice that from your speed, it would be good to have that indicated more. For example a particle smoke cloud from the weapon like it has blasted its final shot and is smoking. In the heat of the action it can be hard to keep track of your bullet count from just the top right indicator, and needing to actually find another bullet is 'more' than just needing to reload in a regular game so I feel something more needs to be there for it.