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(1 edit) (+1)

Very well done! Only a few minor points of feedback:

  1. Player felt a bit unwieldy, as in, I never felt I was 100% in control
  2. The wobbliness on everything was a disorienting, as well as a few readability issues with background

The bosses were absolutely the highlight of the game, so here are some notes on them:

  1. bosses that mostly spawned enemies were disappointing, most of the enemies aren’t varied (charge at the player) so the player’s response is usually the same (move back and swing)

  2. The Bird boss was easy to cheese by standing in the doorway.

  3. Being able to walk around and just encounter a boss was nice. I’m not sure if you could do bosses out of order, but it felt like you could, which is arguably what matters.

  4. Tophat boss was a bit difficult at first, being how large the player’s hitbox was (this man is practically a zoner), so i was pleasantly surprised that i needed to apply actual spacing strategy to best his first phase. The same cant really be said about the second, it just doesn’t feel like there is any way to dodge the attacks aside from hiding in the corner where the bullets hit the wall. The 3rd phase, however worked nicely, especially with the new bullet type.

Overall, a very well done entry, and has me excited for more boss oriented entries in the future.

Oi, thanks for taking the time to write that out! The player control thing is mostly caused by no decrease in the x velocity mid-air. And yes, you are definitely able to fight bosses out of order. About the final boss, the 2nd phase is kind of hellish, but it's made with small gaps in mind, so you can literally sidestep most of it, which would be something you'd learn, bit unfortunate that it didn't apply for you. Thanks for playing and the detailed comment. (Your game/demo is absolutely lovely by the way)