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This was pretty cool, though I admit I'm not sure its the type of game for me personally. I'm not sure I was ever any good at bullet hell type games, and while I love slower tactical games like SWAT 4 and fast-paced games like Doom, I don't think this particular mix of tactical and frantic shooting works for me. The inability to move quickly while reloading combined with the faster pace of enemy movement makes it hard to dodge incoming projectiles, and the surprisingly slow speed of your own bullets makes lining up shots kinda awkward. I admit I may just suck though.

There were some technical issues I think could be pretty easily fixed:

I did notice several typos in the campaign descriptions, and I'm not sure if the spelling "Javlin" was intentional or if it was supposed to be "Javelin" like the throwing spear. I assume since it appeared several times that its the intended spelling.

The green character model seems to have some extra bit of floating texture on the back of the sprite when in the idle pose. But it disappears when running.

Switching weapons with number keys didn't seem to work as Cas mentioned. I usually use scrollwheel to switch weapons, but of course there's already atleast one player who uses the number keys lol.

Couldn't edit loadout for campaign, but I'm assuming that functionality just doesn't exist yet. In which case I guess ignore this as a technical issue.

There was a red line that seemed to popup over the character sprite when switching weapons, don't know if that's an intentional part of the game or not.

But on the positive side of things, I liked the variety of weapon effects and I thought the grenades were fun. Never figured out how to use the armor equipment though, if its usable at all.

I like how moving the mouse out further narrows but extends the field of view, felt more tactical in that way. In the same vein, I like the change in crosshairs when aiming.

Something else I noticed but seemed to have no effect: the bar shown when reloading has a dark section in the middle, is that meant to demonstrate that the player can hit the reload key again to have a faster reload like in Gears Of War? If not then maybe that should be added as a feature. And if it was intended as a feature then it didn't appear to work when I tried it.

Overall I think this is pretty cool, it may not be the best game for me but I'm certain there's an audience that would love it. Good work!

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There are quite a few bugs to fix, I'm on it. Some features though are hidden because they were not intended to be released in this jam, such as the edit loadout screen and more. 

Eventually, I intend to put players against players in multiplayer arenas. So I'm interested in this quote from your comment, " and the surprisingly slow speed of your own bullets makes lining up shots kinda awkward."  

I've tested different speeds of bullets and kinda have a range of where I think it's good but. Maybe it should be faster? I'll check that out too.

Thanks a lot for the feedback...

(+1)

Yeah I figured some things were still WIP so I didn't plan on bringing it up as an extensive issue.

I think the speed may just be something I not used to, like I said I don't usually play any sort of bullet hell games. So I'm just not used to having to give such a lead on shots. The minigun (I can't remember the name of it) felt really slow, but I imagine that's the only way to make it not OP. There were multiple times though where I would get killed because I'd end up burning through an entire clip of ammo to take out one enemy. And by the time there'd be enough bullets bouncing around to kill an enemy I'd end up getting killed too. One time at the start of the second campaign I was actually hit as soon as I respawned because a bullet from my previous attempt had managed to bounce back to the start.

It's hard to balance that sort of thing and I don't have any real advice on how exactly it should be fixed, sorry :(