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(+1)

Shooting having knockback is neat. The Screen not aligning properly during movement of that knockback, causing it to kind of mimic screenshake but in a bad way isn't. And if its actually ment to be screenshake, not on shooting the Autoattack, it feels odd, especially if its constantly. If getting hit by something maybe, but not like that.

I don't really have a jump, but can just float wherever I want with W/S, but with some super light gravity applied? I'm assuming its to mimic a jumppack or something, but it'd trivialize pretty much every movement option in the entire Game if I'm starting with that. So you can't build a lot of interesting passageways to block off early for that castlevania/metroid like progression. Also it feels floaty and boring. 

And even on PC controls I shoot in the direction i'm facing, not the one the mouse is? If so, get rid of the mousecursor, and mousecontrols entirely, and have classic Gamepad controls of WASD IJKL or something like that. with Jumping on the extra buttons, not on WASD, so you can use W to change stance or something, and s to crouch. 

Took a bit to figure out I could shoot the red and yellow things. I now have 5 Es whatever that means, and 4 Pets, after shooting the first ones a few Times. Why can I even shoot the Pets if its currency or whatever? And what kind of currency is a pet? Strafing slows you down way to much, its easier and better to just float around the enemy or whatever.

Gave up on the Screen with 3 Spawners shooting bullets at you, thats just ridiculous.

Theres nothing Castlevania or Metroid or anything like that going on, its just a platformer without platforming and a rather bad shooting Mechanic. I just floated through the levels trying to aim my shots up with the spawners so I could float into the exit and load the next level.

About the screenshake, a premise: 

I'm a super noob. This is the farthest I ever gotten into a project.  Having said that, the shake maybe is awkward  because I'm not moving the camera, but the confiner(because the camera is fixed); or maybe because I implemented it the day before publishing and it needs some heavy finessing.  About the shake on autoatk, I get you, and maybe I have bad habits from nuclear throne and jet's n' guns. In a new version I'll leave it only on explosions and death (I have a missile main weapon, but since it fires once per second, maybe it won't bother you).

"Movement feels floaty and boring. "

I'll see what I can do about that. For this prototype I tried to recreate the classic "baraduke", but ofc is not an excuse since that game is from fukkin 85.

About movement options, I could add a "fuel tank" that makes you fly and refill when you are on the ground, and you could upgrade it with pets like you do with health/atk etc This indeed is a nice tip because I can lock off some (secret) areas if you are not "at full power", but I wanna keep you in mind that is an arcade game, not a metroidvania, so no backtrack.

"And even on PC controls..."

Yep that's a thing that bothered everyone, I don't think I'll add a "jump" button (but who knows), because then indeed this game will become a platformer. Since you can fly everywhere there is no platforming to do, you just move in 2d space freely because the game in that sense is basically a shoot'em up with a little gravity.


"Why can I even shoot the Pets if its currency or whatever? And what kind of currency is a pet?"

I take it straight from baraduke. I personally liked it and leave it in because every chest leaved by a spawner is a pinata, so it's a risk/reward to look what and where you are shooting.

"Strafing slows you down way to much, its easier and better to just float around the enemy or whatever"

*it's not a bug, but a feature*. Jokes aside, I implemented strafing (also) as a noob mechanic to help who is starting. You should indeed (almost) never use it, but with strafe you can run away while shooting enemies, that's great and helps a lot but you can't win like that. So I made strafe slow you a ton because it's a crutch. Its real purpose and to have more control when you need to dodge a ton of hazards, like touhou.


"Gave up on the Screen with 3 Spawners shooting bullets at you, thats just ridiculous."

Well that's a shame. The red candle hold the classic axe from castlevania 1, so it can bypass walls, and also oneshot a spawner.

The second and third spawner are not in line, so if you aim well you can oneshot another one while aggro only the one on the ground. But I'll evaluate if that screen is too hard too soon.

"Theres nothing Castlevania or Metroid or anything like that going on, its just a platformer without platforming and a rather bad shooting Mechanic. I just floated through the levels trying to aim my shots up with the spawners so I could float into the exit and load the next level."

If you give up at that screen you told me about, you played for less than five minutes...  and that's fine. I need to add a better tutorial that explains simply that you have to kill every spawner in a level to unlock the exit. And like lol, of course, its the fukkin main mechanic of the game.  Second problem that justifies you, the exit has only one sprite, so ofc you can't know by seeing if its open or close. So np, I'll try to do better.

Thanks for the input, maybe give the game a chance next DD.

Sure, if I see updates in the Thread, I'll play it next DD or the one after, I'm always happy to see how much Devs improved over Time.