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(1 edit)

Thanks for playing!

I'm glad the aesthetic worked for you, I think that 1-bit graphics work nicely in a fix.

I can see why it doesn't feel exactly like a shooter, since there are games (like the ones you mentioned) that feel very similar to this one. The "dodge" mechanic is meant to be the main focus, but I added stabbing to make you feel like you have a little more control. The game feels more balanced with stabbing in my opinion, but it does muddy the theme. (My excuse? Metal Slug has a knife lol). With more time, I'm sure it could be balanced properly without the knife.

More on the dodge, another commenter suggested "block" and I think that's a much better name for it, I may go with that moving forward. I did design a few interesting things into the levels that you won't notice if you don't reflect bullets (a couple enemies on high platforms can be killed by reflecting bullets), but I didn't really have enough time remaining to flesh that out.

Also, the music. I've gotten a lot of complaints about it, but if you don't mind I have a few more specific questions about it: would it seem less bad if the volume wasn't unexpectedly way too loud? Is all of the music bad, or just the main theme?

I appreciate the feedback! I'll consider it all when/if this becomes a full project.

(+1)

Glad to help! And I'll offer as much feedback as possible!
About the music, specifically: It feels like a cacophony. As in, it feel slike a lot of loud, incoherent rhythms mashed together with no cohesive glue between them. Making it less loud (or better yet - a voluem slider) would be the first step absolutely - but there's also something that you need to keep in mind: What is the pace of your game? Does this help the pace? Not help? Or worse: hinder it? Because maybe for a game about reflection (which requires some thought), a blast of cacophony isn't the best way to go about it. And I couldn't hear the SFX or anything - I'm judging purely the music I"ve heard while travelling through the levels. I actually think SFX would help a lot with game feel! 

One more suggestion, if I may: That's a great excuse. Use it and abuse it: actually make it so that the stab only comes out when near the enemy, or funnier yet, when you dodge besides the enemy you instakill him with a flashy cut, just like Metal Slug! I mean it - use and abuse that excuse. Wear the inspiration on your sleeve! Heck, make the enemy placement, enemy positioning, all around metal slug! 

A lot of game designers fear wearing their influence on their sleeve, but I really honestly believe it only helps your game: It's what you do different that makes it stand out, after all!