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(+1)

I wrote a nice giant review but I lost it when accidentally clicking your game icon which switches the page because this website stinks. So i'll try again from memory

I played your game after asking for recommendations from the thread. I played a nice solid amount, but I am not a shmup gamer so some of the feedback might be inconsistent with good shmup design. Anyway, here goes:

>Game should have an Option button in the Main Menu, not just ingame, incase the sound is too loud or quiet

>The Setting sliders are inconsistent. Usually I grab the slider or option under what I'm actually trying to aim. Your button colliders are probably misaligned from the actual Text component

>Changing levels and some other unknown triggers reset the sound volume, but the sliders stay the same in the options menu

>Some sounds (level transition explosion?) are either crazy loud or unaffected by the sliders. Perhaps the volume resets right before those sounds play 

>The combat is fine, it makes sense. Movement is a bit weird but that feels like a selling point you can expand upon more than a negative

>The yellow lightbulb always make me think it's part of the background instead of being an interactable object. Perhaps the color is to blame, since the non yellow bulbs are obvious and stand out so I always shoot them. A good idea might be to give them some bobbing animation, an outline, or something else to remind the player it's not just scenery

>In general I think respawning enemies or enemy spawners are an awful mechanic in any game. I would revamp many levels to remove those entirely and save them for special encounters (if at all). It makes me think of the levels as cheap, because the ultimate meta tactic is to approach things slowly through attrition instead of any other interesting approach. There's no tactics there, just sluggishness. I think the game would be much more enjoyable if you hand-placed a bunch of enemies where there would be an ideal path or way to clear the room instead. Save the spawners for a boss room with plenty of space and smart enemy positioning

>The visuals are fine. The terrain is clearly still WIP since it has no detail, but its serviceable and has no issues, which is better than what most demos offer

>The sound is fine as well, apart from the volume issues. Any sound is better than none and I found no problems here

I think you're headed towards having a good game, and I'll give it another go next DD

I wrote a nice giant review but I lost it when accidentally clicking your game icon which switches the page because this website stinks.

Know the feeling. Since something similar happened to me I use on a txt then copy-paste.


>Game should have an Option button in the Main Menu

Agreed, it was bugged, so i cut it out


>All Sound bugs

Noted, sound and option ui is very bugged right now


>The combat is fine, it makes sense. Movement is a bit weird but that feels like a selling point you can expand upon more than a negative

Thanks!


>The yellow lightbulb always make me think it's part of the background instead of being an interactable object. Perhaps the color is to blame, since the non yellow bulbs are obvious and stand out so I always shoot them. A good idea might be to give them some bobbing animation, an outline, or something else to remind the player it's not just scenery

Agreed. Hopefully they will be animated in the next demo (among an actual tileset).


>In general I think respawning enemies or enemy spawners are an awful mechanic in any game. I would revamp many levels to remove those entirely and save them for special encounters (if at all)

For now I always avoided the issue because the game I took inspiration from worked in this way. The reasoning is simple, if you can fly anywhere you could just dash through the whole level like a body run in dark souls. On the other hand I don't like much the idea to lock you in some combat arena every two rooms. I'll explore on that and try some classic level design for the next demo 

>I think you're headed towards having a good game, and I'll give it another go next DD

Thanks dud, thank you again for the long review.