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(2 edits) (+1)

Damn the soundtrack on this game is excellent, props to the sound designer here! 

I have a little bit of constructive feedback:

  • make the player shoot a LOT more quickly! Make it so I can hold down the fire button, reduce the amount of damage per shot, increase the bullet speed, and it'll feel much better :)
  • the art is decent, but I think a little more contrast is needed. Make the background nice and dark, that way all of the important visual elements (the player and the bullets) will "pop" more and they'll be much easier to see! I'd also lighten the enemy bullets :) you're using Unity, too, so there's no excuse for not installing the post processing package and adding bloom ;) 
  • more feedback! When the player gets hit, the screen should shake. When the enemy gets hit, they should flash white.
  • the menu is straight up broken xD I'm pretty sure you've got something covering the buttons - I'd make your canvas scale mode set to "Scale With Screen Size", that way it'll always look the way it does in the editor :) I'd hazard a guess and say you've got it set to "constant pixel size", and in the build that has meant certain things have moved around and the button is being covered.
  • I don't think there's an issue with the enemy bullet size, I think your issue is with your player's hitbox. Make it smaller than the visible bounds of the player! In most bullet hell games, you can be hit without dying on around 50-60% of the player sprite, with a small glowing bit in the centre that actually gets hit. This makes it feel like you had a "close shave", rather than thinking "ugh I'm sure I dodged that"

Other than that, though, it's a really good entry! I think you've got a fantastic little concept on your hands there, and with a little bit of polish I can see it being a game I come back to! Well done :D

Here's a video that illustrates a lot of what I was talking about:

(+2)

Glad you enjoyed the soundtrack! Check some of my other songs here: SoundCloud

(+1)

1. It's amazing how using a similar damage to speed ratio could have a more responsive feel, I'll try that out. I know a hold button can be difficulty for those with physical abilities so I might make it a toggle on/off or hold as an option.

2. I'm not sure bloom is the right things for blocky pixel art lol. But if it's really that easy to install and work with then I'll definitely experiment with it in future projects.

3. Yeah, I agree the enemy taking damage needs some feedback too.

4. I thought it was the UI anchors! You were right though, the mode was set to "constant pixel size", I swear if it's as simple as that one little setting! I'll start experimenting with it and see if that fixes that bug. Appreciate the tip there.

5. I still think the bullets are a little big since we intended for the prefab to save smaller. And I knew about reducing player hitboxes to get that close shave feel, but I didn't realize people reduce them 50% for bullet hells!

Thanks for the video and feedback, I'll be using those to guide my "remaster"!