Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

I played version 0.2.0 (and haven't tried the newer version yet). I wish I could find an access to the very first build for the sake of rating for the Jam - from my understanding, the updates bring some substantial changes. Oh well, I'll speak my mind on v0.2.0 anyway.

The gameplay itself needs some more work. I can see the basis of a SHMUP were implemented, so now it could use a visible hitbox (for when focusing), a boss indicator (yknow, this sign at the bottom of the screen), maybe a power system with more visible effects (I couldn't tell mid-gameplay that my shots were indeed getting stronger) - and of course, proper enemy attacks (all the bullet patterns I've seen are too easy, even if I were a novice - it was extremely mild for Normal mode).

Two other things:
- I've noticed this small character icon that follows you at the bottom of screen. I'm assuming it's part of some character switch system but I've been wondering (all the way from start and finish) what you could do with this mechanic. I couldn't pick up on anything that makes this relevant.
- The dialogues felt like intrusive text dumps. There are convos that last an entire minute in the middle of gameplay, and imo that does a good job at breaking the flow. The convo before the boss lasted for 3 whole minutes, and I think that's quite overkill considering the two previous convos. The topics are far from uninteresting though, especially the last one about the different kinds of love. If only there was a more organic way to introduce these dialogs...

One thing I liked though, the soundtrack. Gotta love this arrange of Complete Darkness!

EDIT: Oh yeah, I'm also curious about how you chose the game's name. What even is an Aro?

(5 edits) (+1)

Thank you for playing! The reason v0.1.0 is inaccessible is because it's absolute garbage (and probably crashes on Windows anyway). The stage on v0.2.0 and below was actually recycled from a previous fangame, which had a much smaller playfield, so it's not entirely surprising that the patterns are too easy. This also means it wasn't designed to fit around the dialogue, so the pacing is completely off the walls. v0.3.0 replaced the stage with an original one. While it's still fairly easy, it should at least feel more like a ~stage 2 rather than a tutorial level and should have slightly better pacing.

The hitbox display and boss tracker are just things I haven't gotten enough time to implement yet. Shot types are far from final; both Hecatia and Junko currently have the same shot type, but they should have a narrow and broad shot, respectively. This should add at least a little more depth to the switching mechanic, though it's still crying out for a more involved gimmick. I'll try to find one for the full version.

I'm glad you liked the soundtrack! As you might be able to tell, that was where all the (time) budget went ^^;. As for the name, it stems from a terrible pun. "Aro" is a common clipping of "aromantic", so the main characters of this game happens to be sagacious spirit, ducks, 'n aro. It also vaguely sounds like the idiom "[have one's] ducks in a row" (be well prepared/organized, which is quite ironic in hindsight).