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>What was the most frustrating moment or aspect?
Finding the available paths forward can be tricky despite the allowances buildings make for the camera.

I will also say I encountered a few bugs. In the WebGL version, I encountered a bug where I lost movement control when I was shot. I switched to the Desktop version, and encountered a bug where I was frozen still after respawning from dying in level 2.


>What was your favorite moment or aspect?

I like the feedback that's be added for enemy deaths. It makes landing shots alot more satisfying.


>Was there anything you wanted to do, but couldn't?

I found the bullet dodge system clunky. It was nice every now and again as a surprise from enemies wandering into the area, but every time a mob just appeared it was like "oh, here we go again". I guess I'm saying it felt contrived, and it made me want more control over when the dodge is triggered so I could sometimes go without the forced sequence. I was fine when the bullet dodge felt more organic though, so this might just relate to the big mobs.


>If you could change, add, or remove any 1 thing, what would it be?

I would change the difficulty to either focus on shorter levels or reduce the difficulty of progression. It's frustrating to get halfway through a level only to encounter a big mob of enemies, as it will typically involve multiple flow interruptions due to the bullet dodge and the high possibility of dying.
(+1)

Once again, thank you so much for your thorough feedback!

We'll act on the reported bugs and balancing! Also, we were trying to find a way to better fine-tune the quicktime event feature, thank you for reporting your pov about it!