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(+1)

super super sick concept and awesome eye candy, never thought dodging this slowly would feel so satisfying! I think some points to note is that to me it was a little unclear what the enemy behavior would be whenever I ended my turn next to one. I think there were moments when I ended my turn next to an enemy, and it didn't attack me? And sometimes they did? Or maybe enemies never attack when you end your turn in a diagonal space and not adjacent to them? 

I think another thing to note is that this specific turn based format seems a tad bit predictable to me because the enemy shooting and bullet moving happens one after the other, and as long as there's not a bullet or enemy in the adjacent tile you're sort of guaranteed to be safe. I'm sort of crossing the line of giving feedback and becoming a backseat designer here, but I think an interesting pivot/spinoff would be that after you decide your turn, everything happens at once? You can take all your time making your move, but the bullets fly and enemies move at the same time you're also moving, and if your path happens to cross the mid-flight trajectory of another bullet, then you lose? Obviously that would completely alter the implementation, and add some non-discrete elements to the gameplay like collision detection, but it might be a little less stale and add some interesting opportunities for other player/enemy behaviors. 

I always respect designers who break boundaries in terms of how they interpret and respond to genre/thematic limitations, and this game definitely seems to be one of the best genre-benders in this jam while still keeping up with the bullet hell constraint. Sweet work and congrats on the awesome submission!

(+1)

Thanks for playing :) There are some clarity issues with the enemies, not all of them have the same movement (some are random, or towards the player, or only in diagonal) yet share almost the same model. If we had more time we'd certainly would have made the enemies a bit more unique. One suggestion that came up was to show where the enemies are going to move to next, which we liked.

Agree on aspects of the game feeling very deterministic. The original ideas had significantly more variance to the game play loop, but we decided to start simple since we wanted to just test the turn based aspect of the concept. Thing like the player having much more restrictive movement but can pickup power up or take movement from killing enemies came to mind. At one time we hovered the idea of a 'card' based system were you draw your movement options for the turn. All things to try!