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(+1)

Playing this pretty late! As others have said, the graphics and audio are nice, the story just enough to fit the theme.

Some feedback per category:

Performance: I had an issue with my monitor flickering in fullscreen, even after making sure refresh rate was 60Hz not 59Hz. But an alt+enter to toggle windowed mode, and it was alright, I could play in Low Quality mode.

Progression: difficult to train as there is no menu to start from any game phase. In particular, there was no way to skip the tutorial so redoing everything until you reached the phase you haven’t learned yet took some time (same issue with most shmups with no level/section selection). Fortunately, the Story mode can be used to reach any point in the game easily (but you still need to take some time). The last part is probably easier than the second one because the hitbox of the enemy boat is huge, so you can sometimes stay under cover and still hit. With the exception of the tidal waves (probably a little too frequent, in fact) that requires you to jump very high. The thunderstorms were interesting, it seems the only way to dodge them was to jump aside and come back (roll can help).

I was positively surprised by the number of phases and parts, I thought it would stop after the 1st part! In fact, in the difficulty settings, besides changing initial protagonist HP, I think you could add an option to change the damage per seconds of the main attack. Because each phase is pretty long already, but there are many phases and 3 parts, so I think it you have enough material and variety to keep the player’s attention. Rather, changing phase often, as in Touhou bosses, would keep the player’s attention even more. And players who play more aggressively (hiding less behind the cabin and aiming continuously at the boss) may also feel rewarded. Combine this with either more initial HP or HP recovery between parts, and you can have an intense experience where, in fact, you decreased difficulty, but the player will still be under pressure because the bullet patterns are the same and they can still die, but it’s up to them to get out of cover and deal more damage to the boss quickly to finish the phase.

Finally, Sin & Punishment-style, you could add an option to enable checkpoint for every part and/or boss phase, for a hybrid between pure Store mode and still requiring the player to master a certain phase before proceeding.

Gameplay: I like the concept of 3D bullet hell, but combined with precise shooting (except for part 3) it made it quite difficult. The boss hurtbox seemed more generous than I thought, so I gave up on always right-button hold aiming which prevented me from seeing around and put me too much in danger, only aiming from far and maybe occasinally recalibrating with right-button hold for a short time.

I’m used to Sin & Punishment gameplay where bullets are coming from the front, and a classic left/move + jump is enough to dodge most bullets. Sin & Punishment 2 adds flying so vertical motion, but you stay in place in the air and bullets still coming from the front + special bullets and lasers covering the screen in 2D patterns, so it’s all manageable as you don’t have to rotate the camera, basically.

This game and also other shmups also feature many intermediate enemies that act as small rewards. In this case, the other targets are the ghost ships, that you have to destroy to protect yourself (it seems that a ship crash causes you 1 damage, and in the whirlpool, some ships don’t crash but may touch you), but you don’t “gain” anything except surviving. In shmups, it’s less a problem even if small enemies don’t give much score or power-up because your straight fire will probably hit other units anyway, so it’s all in one go, but here, you have to switch to weapon 2 and hit just one specific ship, which means you hit no other ships and most importantly, you stop dealing damage to the boss. After realizing that I was spending my time destroying ships for nothing in the whirlpool, I switched to just attacking the boss, but if I wasn’t in Story mode, the many ships would kill me in no time. Maybe if destroying a ship was consuming some of the boss’s health, it would be more beneficial. Generally speaking, I think there are too many ships in the whirlpool section, unless I misunderstood and some of them were not hitting you but just for show.

I do understand why there are not a bunch of small enemies though, it would be even harder to hit them all in 3D while also hitting the boss (again, unless they all consume the boss HP), so having just bullets and big enemies may be better in a format where the boss is always present (if there are only minions as in Sin & Punishment, or that MechJam III game CyberLancer, that would be feasible).

The roll goes a bit far and the character doesn’t blink so I’m not sure if it provides invincibility frames or if it’s just a move to evade.

Characters: the familiar is fun, but I didn’t notice it during the game, only in the last scene, I suppose it was disturbing the player?

Thanks for playing my game, and give this detailed feedback. It's very helpful for me to improve my game in the future. I see that you are playing the latest version. For the deadline version, there is only 4+2 boss phases. Some of the game flow decision is based on that. Ideally, i would like my game to be 15 minute long (if no death), with a high difficulty to force players replaying several time. But yes, i probably should make a checkpoint mechanic. For dev reason, my game system already has ability to start at any phase. I am thinking about replacing the "story mode" with "starter mode" that it has some kind of checkpoint feature.  

for the performance problem, this is the first time i hear this problem. May i know what graphic card you are using? Unfortunately, i am using Unity default render pipeline (and the soon to retire one), i probablt won't  be able to fix it.

I probably should take a look on Sin & Punishment and CyberLancer

(+1)

I have a laptop GPU: GeForce GTX 860M. It’s third class but enough to play lo-poly 3D games, or games set in low graphics quality (as proven with this one in windowed mode). The flickering issue doesn’t seem to be performance-related but something else, I got it on some 3D games made with Godot in the MechJam too. Not sure there is much to do on your side besides trying a different render pipeline, however having the option to toggle fullscreen with Alt+Enter really helped, so it’s good that you kept the native toggle fullscreen enabled in the Player settings (note that the window is not resizable and keeps around the same resolution, but fortunately it the maximized window was just enough to play and I didn’t have a big window cut-out on the edges preventing me from playing).

Sin & Punishment 1 is probably only available on Nintendo Online now (via N64 emulator), and Sin & Punishment 2 on the Wii and Wii U eShop (until March 2023).