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(+1)

Really dope game!! The art is great, love the character and the general aesthetic. The tilesets and backgrounds do get a little repetitive, and it can be hard to tell when you're going in a circle because all the rooms look so similar in such huge zones.
I liked the crafting mechanic. Being able to choose between hp upgrades or heals is a very nice way to reward players for grabbing tickets, although I would maybe suggest the max HP increasing drinks to come with health, because it's a bit of a chore to pump up your HP that high and then spend a bunch of drinks in a row just to have full HP.

The mechanics feel really nice, all of the weapons feel great, jumping and dashing is responsive, it all just works! I really love using the shotgun, it feels powerful and the jumping with it feels fluid.

Dashing I think it could benefit greatly from some sort of visible cooldown, like the guns have, since the distance between jumps feels a bit long (which is understandable, might be too much power to zip rapidly). I think either a meter/timer in the UI or some kind of variation on the character sprite would help the player know exactly when they can dash again.

As far as metroidvanias go, colored doors are probably my least favorite obstacle... I ran into a loooot of red doors and yellow doors and you can't even attempt to bypass them, they're simply a wall. Even something like a phaser lock is a little bit more fun, since it hints to you that there IS a piercing weapon you could find, rather than a yellow keycard.
For an example, I think rather than having just a blue door, have a door that opens when you press a switch on the other side, which you can make by shooting a trick shot arc with the stream gun. Instead of a yellow door, a burst jump obstacle is all you need. Although given how samey the rooms looked, having colors did help a little bit with remembering places to backtrack to.

Game overs were a bit frustating in the early game, especially because some enemies seem to kill you VERY suddenly. I think there may be a discrepancy in me not realizing how low my HP is, because earlier in the game I would increase my health bar with drinks, die without finding a place to save, and then when I respawn I don't really notice anything is different because the health bar never changes size. While it does look very slick and solves the problem of an infinite potential health bar, I feel like it probably would have been better to use a smaller health bar that grows. If you're worried about it overflowing, I'd suggest using stock like Metroid reserve tanks or layered health bars where they change color and start over after depleting.

Figuring out how to do the recoil jump was kind of difficult. It's cool when you get it down, but at first you sort of expect it to work like a double jump. I tried many variations of jumping off the platform on the left and shooting down and dashing to no avail. (Which, good thing that DIDN'T work, otherwise I might never have figured it out)
That and at first I didn't even realize that burst was a separate gun that I had just received, separate from the constant fire lol.
It also feels pretty inconsistent, sometimes I can get really high, sometimes I don't go nearly as high, and I'm still not 100% whether or not the shotgun works more like a double jump or if it's just the burst gun but higher.


The item getting could use some fanfare and important text so it's not mistaken for something less important like a drink ticket. Several times I'd pick something up and not even realize until the room tried to teach me what it was. 

(Also I don't think you wrote that there's a reload or double jump button anywhere, didn't find it until late game and up to that point had been messing myself up trying to break a habit of using rightclick to reload from when constant fire was my only gun. And for double jump I'm still not sure whether or not that was a powerup)

Having just beaten the game, was there even a red gun at all?? It wasn't necessary to get to the 'end of current build screen'. I spent WAY too long going in circles looking for it, being completely lost. If there's no red gun I'm actually devastated lol. That'd be mean. I only even attempted the endgame because I had reached the point of exhaustion looking for it.

Also the new game button doesn't work, it starts you back at the initial room with 100 HP, but I started with all my guns.

PHEW ok I know this was a LOT of critique BUT I really actually like this game a LOT and I think it could be the start of something really great if you wanted it to be, the engine is very solid and the mechanics work very well, it's a lot of fun and I hope you iterate on it! Great work!
(+1)

Thank you a lot for your comment! You made clear some important points that need further improvement/polishing. We really didn't think opening doors like you mentioned, maybe that way will make the game feel more different and rewarding. 

We have some variety of enemies, but they have all the same properties.  Maybe they are a little hard when you first start, unfortunately we didn't have much time to playtest it .

Recoil jumps are difficult to master yes... but once you get it, I believe it's pretty easy to replicate. Maybe a little tutorial room with all of those techniques will make things easier to practice and understand.

I'm a little sad to tell you this but... no, there's not a red gun :`(. Let me explain: there are 2-way doors and 1-way door,  you can travel a 1-way door only from one side., the other side(red door) is unlocked once you travel from the other side.  Maybe if we had a map were you can see the entire level would make things easier to understand.

Finally, thank you so much for your feedback, really appreciate people like you how play the game till the very end (and more in your case lol). I think your comment will helps us when we do the Post-Mortem.

(+1)

Ahhh yeah I definitely didn't think the red doors would be one-way. I guess the problem was that the rest of the game all of the doors follow the same rule of 1 specific weapon = open 1 specific door color, so I never even considered that. A map *might* help if it has some sort of clear indicators there, but I think not putting the one-way lock on the door itself would be even better.
Instead of a red door, it could be a regular white door, but behind a gate with a button you can see. You can't shoot the button to open it through the gate, but it would tell the player "hey if I find my way to that door from the other side, I could open that gate for sure, especially since I know it's a white door"

I'm sure there's other solutions, that solution in particular I just stole from Super Metroid, which also relies a lot of weapon-specific colored doors like your game. 

I look forward to the post-mortem!