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This is fun for sure and has a lot of potential but definitely can veer into a little frustrating at the moment. TheSoulSelector's feedback on an incoming enemy would be great as a way to avoid those "I was killed on the edge of the screen" occurrences.

Otherwise I think slowing down the speed and introducing that as a way to introduce difficulty incrementally would be great. As well as adding obstacles to the level for some variety/added strategy in traversing around enemies.

I also liked the little delay when reviving another life, the angles that would come up from resulting fire added a nice effect. Although it was a bummer when you'd struggle to maneuver reviving someone and they'd get taken out immediately. I think slowing down the movement would resolve that though. Good work!

(+1)

Yes, this was definitely a better "concept" than "execution." I was really intrigued by the idea of initiating a revive, maneuvering to get a weird angle, and have a spray of bullets going in customizable directions. The game doesn't encourage that at all in its current form, unfortunately. I think slowing down the pace would definitely help that, and I agree about the offscreen indicator for enemies.

Originally, this game was much slower, and there was actually friendly fire. I wanted a more strategic game than what it ended up being, but that required a lot more work, as enemy variety and obstacles would play a much larger role. I'm not yet a capable enough developer to add those things in a timely manner on my own, so I had to radically shift the direction to a more breakneck pace. I'm not thrilled with how it turned out, but I'm glad the seeds of my concept are coming across to the people that play it.

If nothing else, this has given me a lot of ideas of how I can expand or pivot with the revive/controlling multiple units concept, and the feedback I've gotten from comments like yours will be a big help if I ever return to it. I very much appreciate the time you took to play and comment!