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(+2)

Very challenging game!

Fought against 3 bosses (not sure how many there are in total, because I gave up at boss 3). Of these I liked the second boss the most by far (even though he took me ages to beat). For the first and third boss it was very difficult to read what was going on (I'm not used to playing this kind of game), and getting hit seemed unavoidable. In the second boss fight I felt that the explosion radius of the rockets felt a bit high (at least for the player taking full damage even when hitting the rocket was acutally just on the edge of the radius (so missing the charged shot usually meant trying to dodge the rocket until it charges again).

I played with an xbox controller which was at least somewhat easier than on the keyboard although I had to be very careful not to crouch when I wasn't intending to (so I'd suggest maybe lowering the analogue stick sensitivity for crouch?). For me it was a bit overwhelming having to learn all controls at once and I agree with the other commenter that maybe dash and jump could possibly be joined into one button.

Music and graphics are great, give the game a really nice retro feel. 

(+2)

Thank you very much for you comment, ruinthread-games!

There are 3 bosses in total. All of them follow patterns based on "time". When they get to half of their hitpoints, they become harder in respect to their abilities. Because its a short game, I purposely made it a bit hard to beat. Still, I encourage you to try again! I see, so I'll probably reduce the radius of the rocket's explosion in a later version. And fix the sensitivity for gamepads as well. Perhaps increase the damage of the small bullets. The truth is, I designed this game so I can work on it later, by making stages and try to flesh out a full action platform game, not only a boss rush. So the protagonist's skills were developed with that in mind (for a run & gun type of game).

The game is indeed overwhelming with controls. But I had to introduce the player right away to the commands that involved the necessary skills to fight the bosses. But the tutorial can definitely be improved.

Unfortunately, I can't afford to make the dash button the same as the jump button, because the jump is a controlled aerial maneuver, while the dash is a speedy straight forward fly, you can only stop the dash but releasing its button. Besides, by jumping and dashing, the player get can much higher than just jumping or dashing, which implies more aerial mobility and height (useful to avoid the bosses, by the way).

Undoubtedly, the game still needs a lot of polish in order to be more interesting and inviting for more players. Hopefully, I can improve it overtime. Thanks for the feedback!