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(+1)

I like it, control feels nice and i was pretty impressed with the variety of the characters, i thought everyone would kinda play the same with just a different mesh & effects but it actually plays differently which is great.

There are a few things i noticed tho:

- Unskippable Cutscenes, not really a fan of this one. I'm sure not everyone is interested with the storyline & prefers to just play the game instead (not saying that it's bad, i haven't really paid attention to the story. kek) 

- I don't really see a point in using the shift button, i usually press shift to run faster, but here it slows down your character (?) or is it a block or something? Doesn't seem to be a block tho.

- The UX of the inventory system doesn't feel that good, don't really like how there are different containers for different types of item.  Whenever i receive an item i have to check which type of item it is,  why not put it all in a single container & when you click it, automatically apply it based on its type?

- Last one is probably a minor thing, there seems to be a part of your dodge function which makes it feels a bit inconsistent at times. CMIIW but do you use the player's last input direction everytime you dodge? So what happened here was that, whenever i press dodge (while not pressing any movement keys) i ended up dodging to my last input direction, which caused my dodge direction to be a bit unexpected sometimes. Wouldn't it be better if you add a handler like:  if a player's not pressing any movement key & you press dodge, it only dodges to a certain direction (maybe something like Dark Souls where you'd dodge backwards if you're not moving in any direction)

(+1)

I realized that shift key is for moving slowly between bullets huh? My bad, i don't really play a lot of bullet hell games lol.

Thanks for playing!

-Cutscene skipping is planned, haven't had the chance to implement it yet though since some level changes are tied to cutscenes

-Shift is for slowing down to dodge projectiles yeah. Think I'll add some attack bonus for it though so it's less boring.

-Working on revamping the UI in general but didn't have time due to demo day deadline

-Maybe aiming direction? Or reverse aiming direction?

>Maybe aiming direction? Or reverse aiming direction

Either is fine i think as long as it's consistent.

Good luck on the game!